m 



y 



JSSm 



€t'< <C. -.<.:«C 



Xc<cc 
_c c m 

c cm 



x etc CC v 
u c < 

re exec < 

c c << <? c <r - 
c <r c c 

o; c «lc ec 

^ c < cm C'X. ' 

, < c C! C < - 

■<■- « • < .< 
C< <!"' Cc 

r *£>"<£ ' <S3r< 

: ■ \ pec c o <- 

J r Cs*L C C. ' 



LIBRARY OF CONGRESS. 



@ffap.£>LN SnpvMJ glutei 
Shel£Sfe4S 



UNITED STATES OF AMERICA. 









■ « dc 
c - c 



/■c-<: ^ac 



<< <xc c 



<rc re <r< 
cc crvr Cr< 

CC cc gC^CTo 



C'CC <c 

«c cc c 
<c cc C< 

<c c v 



-< cc ccvc «c 

c <r <~ c < cc c 

r~c ' €CcCl «r-< 

cccccc: Cccc 

<• c <ic <r 
< c cc c: 
X < CO 



« c cc; 

c C€TC 

c'^c: < 
ccc < 

*3fi 



< < v C < 



< ccc 

< OX 
<:< < < c 



(CCC 
< c c C 

<- < <; 



. C < c 

c C C 

c C( f 

r c < < < 

<■•■• c<: 

tC <^ c 
r« < <* 

r ?- 

c c 

C O 

( c o 
- c c - ' 
c c_« 



cC 
cc 
cC 

CC 

CC < 






C_ C3 C 



S V v 






«T c 



- <: rcc 

: C c < 

Cr% 

C cc CCC 

r c r < c «r 
c < CC«i 

x c «« 

■ < c C C C*.< 





C c 






c 






c < 




c 


c 




C 


C 
















PRICE, TWENTY-FIVE CENTS 



Modern Whist 



COMPILED FROM 

"CAVENDISH" 



NEW-YORK 
DICK & FITZGERALD 



MODERN WHIST 

WITH COMPLETE RULES 
FOR PLAYING 

CONTAINING 

AMERICAN LEADS, PLAY OF THE FIRST, SECOND, THIRD AND 

FOURTH HANDS, MANAGEMENT OF TRUMPS, 

LAWS OF THE GAME, ETC., ETC. 



COMPILED FROM THE LATEST WORKS BY "CAVENDISH' 
ON THIS SUBJECT \*.y^L 






"TRUMPS. 






N 



♦ 



>H 



iuf* 



NEW-YORK 

DICK & FITZGERALD, PUBLISHERS 

1892 






Copyright, 1892, 
By Dick & Fitzgerald. 



MODERN WHIST. 



INTRODUCTION. 



Whist is rightly called the king of card games, inasmuch as it 
provides the fundamental principles of a large majority of those 
games which require a pack of cards for the elaboration of their dis- 
tinctive objects and designs. 

This treatise on the game of Whist is adopted entire from the 
fifteenth edition of the "American Hoyle", for which it was 
especially compiled. 

It introduces all of the modern methods and usages which apply 
to the scientific game, mainly derived from the latest works of 
"Cavendish", who is now generally accepted as the leading 
authority in all that pertains to the game of Whist. 

The most advantageous leads at the commencement of the game, 
as well as the modern system of " American Leads ", are given in 
detail, and the best play of the second and third hands is critically 
analyzed and clearly explained by the aid of tables and card illustra- 
tions. 

It affords the fullest information in regard to the latest legitimate 
and accepted methods of signalling between partners during the pro- 
gress of the game, the best recognized rules for the management of 
the trump suit at all stages of the game, and the standard code of 
laws which regulate and govern the game under all contingencies. 

This treatise, although condensed in form, contains concisely but 
fully all the instruction and information necessary to make an expert 
modern Whist-player. 



THE LAWS OF WHIST. 



WHIST. 

Whist is played by four persons, with a pack of fifty-two cards, 
which rank as follows : Ace (highest), King, Queen, Knave, Ten, 
Nine, Eight, Seven, Six, Five, Four, Three, Two, the lowest. 
The four players divide themselves into two parties, each player 
sitting opposite his partner. The division is determined by cutting, 
the two highest and the two lowest being partners. {See Laws 16 
to 19.) 

Dealing. 

The dealer delivers to each player in rotation, beginning with the 
player to his left, one card at a time until the whole pack is dealt 
out, thus giving each player thirteen cards. The last card (the 
trump card) is turned face upwards on the table, where it remains 
until it is the turn of dealer to play to the first trick ; the dealer 
should then (before playing) take the trump card into his hand. 

Playing the Hand. 

When the deal has been completed, and the players have arranged 
their cards, the eldest hand leads any card he pleases, each player 
plays a card to the lead, and the highest card of the suit led wins 
the trick. Trumps win all other suits. Each player must follow 
suit if he can, but if not able to follow suit, he may play any card 
he chooses. The winner of the trick leads to the next, and so on, 
until the thirteen tricks are played. A second deal then occurs, the 
player to the left of the previous dealer having the deal, and so the 
game proceeds. 

The laws which we herewith give are from the English Club 
code, and are in accordance with the usages of Short Whist. 

THE LAWS OF WHIST. 
The Rubber. 

1. The rubber is the best of three games. If the first two games 
be won by the same players, the third game is not played. 

Scoring. 

2. A game consists of five points. Each trick, above six, counts 
one point. 

[Note. — Short Whist is not much played in the United States. Seven-point 
Whist is the popular game here, that is, seven points up without scoring honors.] 



THE LAWS OF WHIST 7 

3. Honors, i. e., Ace, King, Queen, and Knave of trumps, are 
thus reckoned : 

If a player and his partner, either separately or conjointly, hold — 
I. The four honors, they score four points. 
II. Any three honors, they score two points. 
III. Only two honors, they do not score. 

4. Those players who, at the commencement of a deal, are at the 
score of four, cannot score honors. 

5. The penalty for a revoke (see Law 72) takes precedence of all 
other scores. Tricks score next. Honors last. 

6. Honors, unless claimed before the trump card of the following 
deal is turned up, cannot be scored. 

7. To score honors is not sufficient ; they must be called at the end of 
the hand ; if so called, they may be scored at any time during the game. 

8. The winners gain — 

I. A treble, or game of three points, when their adversaries have 
not scored. 

II. A double, or game of two points, when their adversaries have 
scored less than three. 

III. A single, or game of one point, when their adversaries have 
scored three or four. 

9. The winners of the rubber gain two points (commonly called 
the rubber points), in addition to the value of their games. 

10. Should the rubber have consisted of three games, the value of 
the losers' game is deducted from the gross number of points gained 
by their opponents. 

11. If an erroneous score be proved, such mistake can be cor- 
rected prior to the conclusion of the game in which it occurred, and 
such game is not concluded until the trump card of the following 
deal has been turned up. 

12. If an erroneous score, affecting the amount of the rubber, be 
proved, such mistake can be rectified at any time during the rubber. 

Cutting. 

13. The Ace is the lowest card. 

14. In all cases, every one must cut from the same pack. 

15. Should a player expose more than one card, he must cut 
again. 

Formation of Table. 

16. If there are more than four candidates, the players are selected 
by cutting ; those first in the room having the preference. The four 



8 THE LAWS OF WHIST. 

who cut the lowest cards play first, and again cut to decide on part, 
ners ; the two lowest play against the two highest ; the lowest is the 
dealer, who has choice of cards and seats, and, having once made 
his selection, must abide by it. 

17. When there are more than six candidates, those who cut the 
two next lowest cards belong to the table, which is complete with 
six players ; on the retirement of one of those six players, the candi- 
date who cut the next lowest card has a prior right to any after- 
comer to enter the table. 

Cutting Cards of Equal Value. 

18. Two players cutting cards of equal value, unless such cards 
are the two highest, cut again ; should they be the two lowest, a fresh 
cut is necessary to decide which of those two deals. 

19. Three players cutting cards of equal value cut again ; should 
the fourth (or remaining) card be the highest, the two lowest of the 
new cut are partners, the lower of those two the dealer ; should the 
fourth card be the lowest, the two highest are partners, the original 
lowest the dealer. 

Cutting Out. 

20. At the end of a rubber, should admission be claimed by any 
one or by two candidates, he who has, or they who have, played a 
greater number of consecutive rubbers than the others is, or are, 
out ; but when all have played the same number, they must cut to 
decide upon the outgoers ; the highest are out. 

Entry and Re-entry. 

21. A candidate wishing to enter a table must declare such inten- 
tion prior to any of the players having cut a card, either for the pur T 
pose of commencing a fresh rubber or of cutting out. 

22. In the formation of fresh tables, those candidates who have 
neither belonged to nor played at any other table have the prior right 
of entry ; the others decide their right of admission by cutting. 

23. Any one quitting a table prior to the conclusion of a rubber 
may, with consent of the other three players, appoint a substitute in 
his absence during that rubber. 

24. A player cutting into one table, whilst belonging to another, 
loses his right of re-entry into the latter, and takes his chance of 
cutting in, as if he were a fresh candidate. 

25. If any one break up a table, the remaining players have the 



THE LAWS OF WHIST. g 

prior right to him of entry into any other, and should there not be 
sufficient vacancies at such other table to admit all those candidates, 
they settle their precedence by cutting. 

Shuffling. 

26. The pack must neither be shuffled below the table nor so that 
the face of any card be seen. 

27. The pack must not be shuffled during the play of the hand. 

28. A pack, having been played with, must neither be shuffled by 
dealing it into packets, nor across the table. 

29. Each player has a right to shuffle, once only, except as pro- 
vided by Rule 32, prior to a deal, after a false cut (see Law 34), or 
when a new deal (see Law 37) has occurred. 

30. The dealer's partner must collect the cards for the ensuing 
deal, and has the first right to shuffle that pack. 

31. Each player after shuffling must place the cards, properly 
collected and face downwards, to the left of the player about to deal. 

32. The dealer has always the right to shuffle last ; but should a 
card or cards be seen during his shuffling or whilst giving the pack 
to be cut, he may be compelled to re-shuffle. 

The Deal.' 
^. Each player deals in his turn ; the right of dealing goes to 
the left. 

34. The player on the dealer's right cuts the pack, and in dividing 
it must not leave fewer than four cards in either packet ; if in cutting, 
or in replacing one of the two packets on the other, a card be ex- 
posed,* or if there be any confusion of the cards, or a doubt as to 
the exact place in which the pack was divided, there must be a fresh 
cut. 

35. When a player whose duty it is to cut has once separated 
the pack, he cannot alter his intention ; he can neither re-shuffle nor 
re-cut the cards. 

36. When the pack is cut, should the dealer shuffle the cards he 
loses his deal. 

A New Deal. 

37. There must be a new deal t — 

I. If during a deal, or during the play of a hand, the pack be 
proved incorrect or imperfect. 

* After the two packets have been reunited, Law 38 comes into operation, 
ti. t. The same dealer must deal again. (See also Laws 47 and 50.) 



IO THE LAWS OF WHIST. 

II. If any card, excepting the last, be faced in the pack. 

38. If, whilst dealing, a card be exposed by the dealer or his part- 
ner, should neither of the adversaries have touched the cards, the 
latter can claim a new deal ; a card exposed by either adversary gives 
that claim to the dealer, provided that his partner has not touched 
a card ; if a new deal does not take place, the exposed card cannot 
be called. 

39. If, during dealing, a player touch any of his cards, the adver- 
saries may do the same, without losing their privilege of claiming a 
new deal, should chance give them such option. 

40. If, in dealing, one of the last cards be exposed, and the dealer 
turn up the trump before there is reasonable time for his adversaries 
to decide as to a fresh deal, they do not thereby lose their privilege. 

41. If a player, whilst dealing, look at the trump card, his adver- 
saries have a right to see it, and may exact a new deal. 

42. If a player take into the hand dealt to him a card belonging 
to the other pack, the adversaries, on discovery of the error, may 
decide whether they will have a fresh deal or not. 

A Misdeal. 

43. A misdeal loses the deal. 

44. It is a misdeal — 

I. Unless the cards are dealt into four packets, one at a time in 
regular rotation, beginning with the player to the dealer's left. 

II. Should the dealer place the last (i. e., the trump) card, face 
downwards, on his own or any other pack. 

III. Should the trump card not come in its regular order to the 
dealer ; but he does not lose his deal if the pack be proved imperfect. 

IV. Should a player have fourteen cards, and either of the other 
three less than thirteen. 

V. Should the dealer, under an impression that he has made a 
mistake, either count the cards on the table or the remainder of the 
pack. 

VI. Should the dealer deal two cards at once, or two cards to the 
same hand, and then deal a third ; but if, prior to dealing that third 
card, the dealer can, by altering the position of one card only, rectify 
such error, he may do so, except as provided by the second paragraph 
of this Law. 

VII. Should the dealer omit to have the pack cut to him, and the 
adversaries discover the error, prior to the trump card being turned 
up, and before looking at their cards, but not after having done so. 



THE LA WS OF WHIST. 1 1 

45. A misdeal does not lose the deal if, during the dealing, either 
of the adversaries touches the cards prior to the dealer's partner hav- 
ing done so ; but should the latter have first interfered with the cards, 
notwithstanding either or both of the adversaries have subsequently 
done the same, the deal is lost. 

46. Should three players have their right number of cards — the 
fourth have less than thirteen, and not discover such deficiency until 
he has played any of his cards, the deal stands good; should he 
have played, he is as answerable for any revoke he may have made 
as if the missing card, or cards, had been in his hand; he may 
search the other pack for it, or them. 

47. If a pack, during or after a rubber, be proved incorrect or 
imperfect, such proof does not alter any past score, game, or rubber : 
that hand in which the imperfection was detected is null and void ; 
the dealer deals again. 

48. Any one dealing out of turn, or with the adversary's cards, 
may be stopped before the trump card is turned up, after which the 
game must proceed as if no mistake had been made. 

49. A player can neither shuffle, cut, nor deal for his partner, 
without the permission of his opponents. 

50. If the adversaries interrupt a dealer whilst dealing, either by 
questioning the score or asserting that it is hot his deal, and fail to 
establish such claim, should a misdeal occur, he may deal again. 

51. Should a player take his partner's deal and misdeal, the latter 
is liable to the usual penalty, and the adversary next in rotation to 
the player who ought to have dealt then deals. 

The Trump Card. 

52. The dealer, when it is his turn to play to the first trick, should 
take the trump card into his hand ; if left on the table after the first 
trick be turned and quitted, it is liable to be called; his partner 
may at any time remind him of the liability. 

53. After the dealer has taken the trump card into his hand, it 
cannot be asked for ;* a player naming it at any time during the 
play of that hand is liable to have his highest or lowest trump called, t 

54. If the dealer take the trump card into his hand before it is his 
turn to play, he may be desired to lay it on the table ; should he 
show a wrong card, this card may be called, as also a second, a third, 
etc., until the trump card be produced. 

* Any one may inquire what the trump suit is, at any time, 
t In the manner described in Law 55, 



12 THE LAWS OF WHIST, 

55. If the dealer declare himself unable to recollect the trump 
card, his highest or lowest trump may be called at any time during 
that hand, and unless it cause him to revoke, must be played ; the 
call may be repeated, but not changed, i. e., from highest to lowest, 
or vice versa, until such card is played. 

Cards Liable to be Called. 

56. All exposed cards are liable to be called, and must be left * on 
the table ; but a card is not an exposed card when dropped on the 
floor, or elsewhere below the table. The following are exposed t 
cards : 

I. Two or more cards played at once.t 

II. Any card dropped with its face upwards, or in any way ex- 
posed on or above the table, even though snatched up so quickly 
that no one can name it. 

57. If any one play to an imperfect trick the best card on the 
table, % or lead one which is a winning card as against his adver- 
saries, and then lead again, || or play several such winning cards, 
one after the other, without waiting for his partner to play, the latter 
may be called on to win, if he can, the first or any other of those 
tricks, and the other cards thus improperly played are exposed cards. 

58. If a player, or players, under the impression that the game is 
lost or won, or for other reasons, throw his or their cards, on the 
table face upwards, such cards are exposed, and liable to be called, 
each player's by the adversary ; but should one player alone retain 
his hand, he cannot be forced to abandon it. 

59. If all four players throw their cards on the table face upwards, 
the hands are abandoned ; and no one can again take up his cards. 
Should this general exhibition show that the game might have been 
saved or won, neither claim can be entertained, unless a revoke be 
established. The revoking players are then liable to the following 
penalties : They cannot under any circumstances win the game by 
the result of that hand, and the adversaries may add three to their 
score, or deduct three from that of the revoking players. 

* Face upwards. 

t Detached cards (z. e. , cards taken out of the hand, but not dropped) are not 
liable to be called unless named {see Law 60). It is important to distinguish be- 
tween exposed and detached cards. 

\ If two or more cards are played at once, the adversaries have a right to call 
which they please to the trick in course of play, and afterwards to call the others, 

§ And then lead without waiting for his partner to play. 

|| Without waiting for his partner to play. 



THE LAWS OF WHIST. 



13 



60. A card detached from the rest of the hand so as to be named 
is liable to be called ; but should the adversary name a wrong card, he 
is liable to have a suit called when he or his partner have the lead.* 

61. If a player who has rendered himself liable to have the 
highest or lowest of a suit called, fail to play as desired, or if when 
called on to lead one suit, lead another, having in his hand one or 
more cards of that suit demanded, he incurs the penalty of a revoke. 

62. If any player lead out of turn, his adversaries may either call 
the card erroneously led, or may call a suit from him or his partner 
when it is next the turn of either of them t to lead. 

63. If any player lead out of turn, and the other three have fol- 
lowed him, the trick is complete, and the error cannot be rectified ; 
but if only the second, or the second and third have played to the 
false lead, their cards, on discovery of the mistake, are taken back ; 
there is no penalty against any one, excepting the original offender, 
whose card may be called — or he, or his partner, when either of 
them % has next the lead, may be compelled to play any suit demanded 
by the adversaries. 

64. In no case can a player be compelled to play a card which 
would oblige him to revoke. 

65. The call of a card may be repeated § until such card has been 
played. 

66. If a player called on to lead a suit have none of it, the penalty 
is paid. 

Cards Played in Error, or not Played to a Trick. 

67. If the third hand play before the second, the fourth hand may 
play before his partner. 

68. Should the third hand not have played, and the fourth play 
before his partner, the latter may be called on to win or not to win 
the trick. 

69. If any one omit playing to a former trick, and such error be 
not discovered until he has played to the next, the adversaries may 
claim a new deal ; should they decide that the deal stand good, the 

* i. e. The first time that side obtains the lead. 

t i. e. The penalty of calling a suit must be exacted from whichever of them next 
first obtains the lead. It follows that if the player who leads out of turn is the part- 
ner of the person who ought to have led, and a suit is called, it must be called at 
once from the right leader. If he is allowed to play as he pleases, the only penalty 
that remains is to call the card erroneously led. 

X i. e. Whichever of them next first has the lead. 

§ At every trick. 



14 



THE LAWS OF WHIST. 



surplus card at the end of the hand is considered to have been played 
to the imperfect trick, but does not constitute a revoke therein. 

70. If any one play two cards to the same trick, or mix his trump, 
or other card, with a trick to which it does not properly belong, and 
the mistake be not discovered until the hand is played out, he is 
answerable for all consequent revokes he may have made. {See also 
Law 46.) If, during the play of the hand, the error be detected, 
the tricks may be counted face downwards, in order to ascertain 
whether there be among them a card too many ; should this be the 
case, they may be searched, and the card restored ; the player is, 
however, liable for all revokes which he may have meanwhile made. 

The Revoke. 

71. Is when a player, holding one or more cards of the suit led, 
plays a card of a different suit. {See also Law 61.) 

72. The penalty for a revoke — 

I. Is at the option of the adversaries, who at the end of the hand 
may either take three tricks from the revoking player,* or deduct 
three points from his score, or add three to their own score. 

II. Can be claimed for as many revokes as occur during the hand. 

III. Is applicable only to the score of the game in which it occurs. 

IV. Cannot be divided, i. e., a player cannot add one or two to 
his own score and deduct one or two from the revoking player. 

V. Takes precedence of every other score — e. g., the claimants 
two, their opponents nothing ; the former add three to their score, 
and thereby win a treble game, even should the latter have made 
thirteen tricks and held four honors. 

73. A revoke is established, if the trick in which it occur be 
turned and quitted, — i. e., the hand removed from that trick after it 
has been turned face downwards on the table — or if either the revok- 
ing player, or his partner, whether in his right turn or otherwise, 
lead or play to the following trick. 

74. A player may ask his partner whether he has not a card of 
the suit which he has renounced ; should the question be asked be- 
fore the trick is turned and quitted, subsequent turning and quitting 
does not establish the revoke, and the error may be corrected, unless 
the question be answered in the negative, or unless the revoking 
player or his partner have led or played to the following trick, 

75. At the end of the hand, the claimants of a revoke may search 
all the tricks. {See Law 77.) 

* And add them to their own. 



THE LAWS OF WHIST. 



*5 



76. If a player discover his mistake in time to save a revoke, the 
adversaries, whenever they think fit, may call the card thus played 
in error, or may require him to play his highest or lowest card to 
that trick, in which he has renounced ; any player or players who 
have played after him may withdraw their cards and substitute 
others ; the cards withdrawn are not liable to be called. 

77. If a revoke be claimed, and the accused player or his partner 
mix the cards before they have been sufficiently examined by the 
adversaries, the revoke is established. The mixing of the cards only 
renders the proof of a revoke difficult ; but does not prevent the 
claim, and possible establishment, of the penalty. 

78. A revoke cannot be claimed after the cards have been cut for 
the following deal. 

79. The revoking player and his partner may, under all circum- 
stances, require the hand in which the revoke has been detected to 
be played out. 

80. If a revoke occur, be claimed and proved, bets on the odd 
trick, or on amount of score, must be decided by the actual state of 
the latter after the penalty is paid. 

81. Should the players on both sides subject themselves to the 
penalty of one or more revokes, neither can win the game ; each is 
punished at the discretion of his adversary.* 

82. In whatever way the penalty be enforced, under no circum- 
stances can a player win the game by the result of the hand during 
which he has revoked ; he cannot score more than four. {See Law 
61.) 

Calling for New Cards. 

83. Any player (on paying for them) before, but not after, the 
pack be cut for the deal, may call for fresh cards. He' must call for 
two new packs, of which the dealer takes his choice. 

General Rules. 

84. Where a player and his partner have an option of exacting 
from their adversaries one of two penalties, they should agree who 
is to make the election, but must not consult with one another which 
of the two penalties it is advisable to exact ; if they do so consult, 
they lose their right ; t and if either of them, with or without consent 
of his partner, demand a penalty to which he is entitled, such de- 
cision is final. 

* In the manner prescribed in Law 72. t To demand any penalty. 



1 6 etiquette of whist, 

[Note. — This rule does not apply in exacting the penalties for a revoke ; part* 
ners have then a right to consult. ] 

85. Any one during the play of a trick, or after the four cards are 
played, and before but not after they are touched for the purpose 
of gathering them together, may demand that the cards be placed 
before their respective players. 

86. If any one, prior to his partner playing, should call attention 
to the trick — either by saying that it is his, or by naming his card, 
or, without being required so to do, by drawing it towards him — the 
adversaries may require that opponent's partner to play the highest 
or lowest of the suit then led, or to win or lose * the trick. 

87. In all cases where a penalty has been incurred, the offender is 
bound to give reasonable time for the decision of his adversaries. 

88. If a bystander make any remark which calls the attention of a 
player or players to an oversight affecting the score, he is liable to 
be called on, by the players only, to pay the stakes and all bets on 
that game or rubber. 

89. A bystander, by agreement among the players, may decide 
any question. 

90. A card or cards torn or marked must be either replaced by 
agreement, or new cards called at the expense of the table. 

91. Any player may demand to see the last trick turned, and no 
more. Under no circumstances can more than eight cards be seen 
during the play of the hand, viz. : the four cards on the table which 
have not been turned and quitted, and the last trick turned. 

ETIQUETTE OF WHIST. 

The following rules belong to the established Etiquette of Whist. 
They are not, called laws, as it is difficult, in some cases impossible, 
to apply any penalty to their infraction, and the only remedy is to 
cease to play with players who habitually disregard them : 

Two packs of cards are invariably used at Clubs ; if possible, this 
should be adhered to. 

Any one, having the lead and. several winning cards to play, should 
not draw a second card out of his hand until his partner has played 
to the first trick, such act being a distinct intimation that the former 
has played a winning card. 

No intimation whatever, by word or gesture, should be given by 
a player as to the state of his hand, or of the game.t 

* i. e. Refrain from winning. 

t The question, "Who dealt? " is irregular, and if asked should not be answered. 



TECHNICAL TERMS. 17 

A player who desires the cards to be placed, or who demands to 
see the last trick,* should do it for his own information only, and 
not in order to invite the attention of his partner. 

No player should object to refer to a bystander who professes 
himself uninterested in the game, and able to decide any disputed 
question of facts ; as to who played any particular card — whether 
honors were claimed though not scored, or vice versa, etc., etc. 

It is unfair to revoke purposely ; having made a revoke, a player 
is not justified in making a second in order to conceal the first. 

Until the players have made such bets as they wish, bets should 
not be made with bystanders. 

Bystanders should make no remark, neither should they by word 
or gesture give any intimation of the state of the game until con- 
cluded and scored, nor should they walk round the table to look at 
the different hands. 

No one should look over the hand of a player against whom he is 
betting. 

TECHNICAL TERMS. 

Ante-Penultimate Card. — The lowest card but two of a suit. 

Asking for Trumps. — {See Signal for Trumps.) 

Command. — You are said to have the command of a suit when 
you hold the best cards in it. If you have sufficient of them to be 
able to draw all those in the other hands (as would probably be the 
case if you had Ace, King, Queen, and two others), the command 
is complete ; if not, it may be only partial or temporary. 

Commanding cards are the cards which give you the command. 

Discard. — The card you throw away when you have none of the 
suit led, and do not trump it. In the modern game, your first dis- 
card should be from a short or weak suit. 

Doubtful Card. — A card of a suit of which your partner may 
have the best. 

Establish. — A suit is said to be established when you hold the 
complete command of it. This may sometimes happen to be the 
case originally, but it is more common to obtain it in the course of 
the play by " clearing " away the cards that obstructed you, so as to 
remain with the best in your hand. It is highly desirable to estab- 
lish your long suit as soon as you can, for which purpose not only 
your adversaries' hands, but also your partner's, must be cleared 
from the obstructing cards. 

* Or who asks what the trump suit is. 



1 8 TECHNICAL TERMS. 

False Card is a card played contrary to the established rules or 
conventions of the game, and which therefore is calculated to deceive 
your partner as to the state of your hand ; as, for example, following 
suit with the highest or middle card of a sequence, or throwing away 
other than your lowest card. 

Finessing is an attempt by the third player to make a lower card 
answer the purpose of a higher (which it is usually his duty to play) 
under the hope that an intermediate card may not lie to his left hand. 
Thus, having Ace and Queen of your partner's lead you finesse the 
Queen, hoping the fourth player may not hold the King. Or, if 
your partner leads a Knave, and you hold the King, you may finesse 
or pass the Knave, i. e., play a small card to it, under the hope that 
it may force the Ace. 

Forced Lead. — Leading from a weak suit, having no strong one 
to lead from. 

Forcing means obliging your partner or your adversary to trump 
a trick, by leading a suit of which they have none. 

Holding Up is refusing to play the winning card in the first and 
second rounds of a suit. 

Indifferent Cards. — The reverse of commanding cards. 

Leading Through or Up To. — If you play first you are said to 
lead through your left-hand adversary, and up to your right-hand 
adversary. 

Long Cards are cards remaining in one hand when all the rest 
of that suit have been played. 

Long Suit. — One of which you hold more than three cards. 
{See Strong Suit.) 

Loose Card means a card in hand of no value, and consequently 
the fittest to throw away. 

Love.— No points to score. Nothing. 

Master Card or Best Card. — This means the highest card of 
the suit in at the time. Thus, if the Ace and King were out, the 
master card would be the Queen. 

Penultimate Card. — Lowest but one of a suit, the next before 
the lowest. {See Ante-Penultimate.) 

Re-entry. — A card of re-entry is one that will, by winning a 
trick, bring you the lead at an advanced period of the hand. 

Renounce. — When a player has none of the suit led, he is said 
to renounce that suit. 

Revoke. — If he fails to follow suit when he has any of the suit, 
he revokes and incurs a serious penalty-. 



TECHNICAL TERMS. 19 

Seesaw (or Saw) is when each of two partners ruffs a different 
suit, so that they may lead alternately into each other's hands. 

Sequence. — Any number of cards in consecutive order, as King, 
Queen, and Knave. The Ace, Queen, and Ten would form a 
sequence if the King and Knave were out. 

A tierce is a sequence of three cards ; a quart, of four ; and a quint, 
of five. 

A head sequence is one standing at the head of the suit in your 
hand, even though it may not contain the best card. 

A subordinate sequence is one standing lower down. 

An intermediate sequence is when you hold cards both higher and 
lower. 

Signal for Trumps. — Throwing away, unnecessarily and contrary 
to ordinary play, a high card before a low one, is called the signal for 
trumps, or asking for trumps ; being a command to your partner to 
lead trumps the first opportunity — a command which, in the modern 
scientific game, he is bound to obey, whatever his own hand may be. 

Singleton. — Having one card only in a suit. 

Strengthening Play. — This is getting rid of high cards in any 
suit, the effect of which is to give an improved value to the lower 
cards of that suit still remaining in, and so to strengthen the hand 
that holds them. Strengthening play is best for the hand that is 
longest in the suit. 

Strong Suit. — "Cavendish" says: "A suit may be strong in 
two distinct ways : 1. It may contain more than its proportion of 
high cards. For example, it may contain two or more honors, one 
honor in each suit being the average for each hand. 2. It may con- 
sist of more than the average number of cards, in which case it is 
numerically strong. Thus a suit of four cards has numerical strength ; 
a suit of five cards great numerical strength. On the other hand, a 
suit of three cards is numerically weak. " 

Tenace. — The best and third best card left in any suit, as Ace 
and Queen, which is the major tenace. If both these cards have 
already been played, the King and Knave then become the tenace 
in the suit, and so on. 

Underplay is keeping zip the winning card, generally in the 
second lead of a suit, by leading a low card through the best. {See 
Holding Up.) 

The gentleman who writes under the nom de plume of " Caven- 
dish ", and who has perhaps produced the best work on the game, 
gives the following general principles for playing the different hands : 



20 LEADS AT WHIST. 



LEADS AT WHIST. 



The considerations that determine the most advantageous card to 
lead at the commencement of a hand differ from those which regulate 
the lead at other periods ; for at starting the Doctrine of Probabili- 
ties is the only guide ; while as the hand advances each player is 
able, with more or less certainty, to draw inferences as to the posi- 
tion of some of the remaining cards. The number of the inferences, 
and the certainty with which they can be drawn from the previous 
play, constantly increase, so that it not unfrequently happens that 
towards the termination of a hand the position of every material card 
is known. 

Leads from Strong Suits. 

1. Lead originally from your strongest suit. 

2. Strong suits are of two kinds : (a) suits which contain more 
than the average of high cards ; (b) suits which contain more than 
the average number of cards. 

Example. — A suit containing more than one honor, but less than 
four cards, as, Ace, King, and one small card, represents the former 
kind of strength. A suit of four or more small cards, as Nine, 
Seven, Four, Two, represents the latter kind of strength. 

3. A suit which combines both kinds of strength is the most eligi- 
ble for the original lead. But, 

4. Failing this, the second kind of strength is generally to be 
preferred. 

5. In the first round of your strong suit, lead as directed in the 
Table of Leads ; and when you or your partner holds the thirteenth 
trump, lead plain suits as directed for trumps in the Table. 

Leads after the First Round of a Strong Suit. 

6. Avoid changing from one suit to another. And, 

7. If you continue your strong suit, lead, on the second round, as 
directed in the Table of Leads. When no second lead is given, lead 
the winning card if in hand ; the second best, if both second and 
third best are in hand ; otherwise the lowest. {See American Leads.) 

Returned Leads. 

8. Return your partner's lead, unless (a) you have won the 
first trick in it cheaply, or (&) you have- a good suit of your own, 



LEADS AT WHIST. 21 

which combines both kinds of strength {see Rules 2 and 3); or (c) 
you are strong enough in trumps to lead them {see Rule 11). 

9. Return the higher card if you have but two of the suit in your 
hand when you return it ; the lowest, if more than two ; except {a) 
you hold the winning card, when you return it irrespective of num- 
ber ; or {b) you hold the second and third best cards and one small 
one, when you return the second best. 

10. If, as sometimes happens, you are forced to return an adver- 
sary's lead, lead up to a weak suit in the fourth hand, rather than 
through a strong suit in the second hand. 

Trump Leads. 

11. You are generally strong enough to lead trumps when {a) you 
hold five trumps ; or {b) you have or your partner has an established 
suit and you hold four trumps. 

12. Lead the card directed in the Table of Leads, which some- 
times differs from the card led in plain suits. Also the turn-up card 
may affect the lead. Thus, from King, Queen, Knave, etc., an 
honor is led. But, if partner has turned up Ace or Ten, lead a 
small trump from this combination ; and so on, for all similar cases. 

13. When your partner leads trumps, return the suit (without 
regard to Rule 8, b). 

14. When leading trumps in response to your partner's call {see 
Management of Trumps), lead the highest of three, the lowest of 
more than three ; except, lead the Ace, irrespective of number in suit. 

Leads from Weak Suits. 

15. A weak suit is only to be led when the indications from the 
previous fall of the cards have shown that perseverance in your own, 
or in your partner's strong suit, is not desirable. 

16. When obliged to open a suit which contains at most three 
cards, lead the highest (except as otherwise directed in the Table of 
Leads) ; and, if you lead the suit again, continue as a rule with the 
next highest. 

17. When choosing a weak suit to lead from, {a) do not lead the 
suit from which your partner first threw away — except the adver- 
saries have the command of trumps {see Discarding) ; {b) nor the 
suit from which your left-hand adversary first threw away ; {c) nor 
the suit which your right-hand adversary first led, or from which he 
has refrained from throwing away. And, 

18. Failing any such indications, lead your strongest weak suit. 



22 



TABLE OF LEADS. 



TABLE OF LEADS. 



[Note. — The leads given in the following table presuppose the score of love-all; 
and in the case of strong suits, the original lead of the hand. The state of the score 
and the previous fall of the cards may cause variations which cannot be tabulated. ] 

Strong Suits Headed by Ace. 



From 



i?ljk 




<yjjr 




tiSJ 




*** 


hS^ 












*** 



Ace, King, Queen, Knave, and one or more small (including the 
Ten as a small card). Lead Knave, then Ace, with five in suit; 
Knave, then King, with six in suit ; Knave, then Queen, with more 
than six. 

With a partner who might trump a Knave first led, begin with 
Ace. 



From 



<? 



Ace, King, Queen, Knave, without small. Lead King, then 
Knave. 

From 



* 




* 


* 






* 




* 



Ace, King, Queen, and more than one small. Lead Queen, then 
Ace, with five in suit ; Queen, then King, with more than five. 

With a partner who might trump a Queen first led, begin with 
Ace. 



From 



Ace, King, Queen, and at most one small. Lead King, then 
Queen. 

From 






Ace, King, and at least three small. Lead Ace, then King. 



TABLE OF LEADS. 



23 



Ln trumps, lead fourth best, if an American leader ; if not, lowest. 
Except, with more than six in suit, lead Ace, then King. 



From 





^3w 




<? 




<? 


9 


imp 




s? 








iaSl 




<? 




<? 



Ace, King, and at most two small. Lead King, then Ace. 
Ln trumps, lead lowest. 



From 



etc. 



Ace, King, Knave, etc. Lead Ace, with more than four in suit ; 
King, with four. 

Unless intending to change the suit, and to finesse Knave on the 
return, when lead King, irrespective of number in suit. 



From 



0<>0 
0<>0 




etc. 



Ace, Queen, Knave, Ten, with or without small (including the 
Nine as a small card). Lead Ace, then Ten. 

On the third round, lead Queen with four in suit ; Knave with 
more than four in suit originally. 



From 






Ace, Queen, Knave, and at least two small. Lead Ace, then 
Knave. 



From 



t 


7~-'~ 


















<? <? 



Ace, Queen, Knave, and at most one small. Lead Ace, then 
Queen. 



From 







* * 




4. * 




* 




* 


* 




* 
* 4. 




* * 




4 

4* 




* 



2 4 



TABLE OF LEADS. 



Ace, and at least four small. Small cards include all combinations 
of any denomination lower than those already specified. Lead Ace, 
then original fourth best, if an American leader ; if not, Ace, then 
lowest. 

In trumps, lead fourth best, if an American leader ; if not, lowest. 

Except, with more than six in suit, lead Ace, then original fourth 
best, if an American leader ; if not, Ace, then lowest. And, 

In trumps, from Ace, Queen, Ten, etc., if Knave is turned up to 
your right, lead Queen, with any number of trumps less than seven. 



From 




















































Ace, and at most three small. Small cards include all combina- 
tions of any denomination lower than those already specified. For 
example, they include Ace, Queen, Ten, Nine ; Ace, Knave, Ten, 
Nine, and so on. Lead lowest. 

Weak Suits Headed by Ace. 



From 



Ace, King, only. Lead Ace. 

From all combinations of Ace and one other. Lead Ace. 
If two tricks must be made in the suit, to win or save a particular 
point, it is sometimes right to lead the low card. 

9 



From 



<? 



Ace and two others (one of the others not being the King, or the 
two others not being Queen and Knave). Lead lowest. 

Except partner has indicated strength in the suit, when 4ead Ace, 
then next highest. 

Strong Suits Headed by King. 



From 



H^SjM 


j 


A A 




A A 






A A 




*A* 
A^A 


F&k 




A^A 




* * 



TABLE OF LEADS. 



25 



King, Queen, Knave, Ten, and one or more small (including the 
Nine as a small card). Lead Ten. 

If the Ten wins, then King, with five in suit ; Ten, then Queen, 
with six in suit ; Ten, then Knave, with more than six. 

If the Ten does not win, then Queen, with five in suit; Ten, then 
Knave, with more than five. 



From 







P51 






King, Queen, Knave, Ten, without small. Lead King, then Ten. 



From 



4> 4> 



King, Queen, Knave, and at least two small. Lead Knave, then 
King, with five in suit ; Knave, then Queen, with more than five. 



From 



King, Queen, Knave, and at most one small. 
Knave. 



V V 
<? 9 
<? <? 



Lead King, then 



m^ 



4. 4. 




4. 4. 




* 


* 








* 


* * 




■§• * 




* 



King, Queen, and at least three small. Lead Queen. 

When Queen wins, continue with the fourth best remaining in 
hand, if an American leader ; if not, continue with lowest. 

In trumps, the same, if one of the small cards is the Ten; or, 
with more than six trumps. 

Without the Ten, or with less than seven trumps, lead fourth 
best, if an American leader ; if not, lowest. 



From 



!& 

r^r 




%* 













fiBjB 




III 













King, Queen, and at most two small. Lead King. 



26 



TABLE OF LEADS. 



Ln trumps, the same, if one of the small cards is the Ten 
lowest. 



From 



§A 




^MM 




*** 
*** 






■ 








*** 




PHsf 








♦ *♦ 




♦ ♦ 



if not, 



etc. 



King, Knave, Ten, Nine, with or without small (including the 
Eight as a small card). Lead Nine. 

If the Nine wins, then Knave, with four in suit ; Nine, then Ten, 
with more than four. 

If the Nine forces Queen, or both Queen and Ace, then King, 
with four in suit ; Nine, then Knave, with five in suit ; Nine, then 
Ten, with more than five. 

If the Nine forces Ace, but not Queen, lead King after Nine. 

On the third round, with only four originally, lead Knave ; with 
more than four, lead Ten. 



From 



*<5 


s? 


<? 




9? 



etc. 



King, Knave, Ten, and one or more small. Lead Ten. 

If the Ten wins, then lowest. If the Ten forces Queen, or both 
Queen and Ace, then King, with four in suit ; Ten, then Knave, 
with more than four. 



From 



•JfK 




*** 

*** 
*** 




* * 

* * 

4. * 




* * 
4. * 



etc. 



King, and three or more small. Small cards include all combina- 
tions of any denomination lower than those already specified. Lead 
fourth best, if an American leader ; if not, lowest. And, 

In trumps, from King, Knave, Nine, etc., if Ten is turned up to 
your right, lead Knave. 

Weak Suits Headed by King. 



From 



King, Queen, with or without one small. Lead King. 



TABLE OF LEADS. 



27 



If the King wins, then lowest. 

Except partner has indicated strength in the suit, when lead King, 
then Queen. 

From King, Knave, Ten only. Lead Ten. 

Except partner has indicated strength in the suit, when lead King, 
then Knave. 

From King and two others (one of the others not being the 
Queen). Lead lowest. 

Except partner has indicated strength in the suit, when lead King, 
then next highest. 

From King and one small. Lead King. 

If it is important to give partner the lead at once, it is sometimes 
right to lead the low card. 

Strong Suits Headed by Queen. 



From 






etc. 



Queen, Knave, Ten, Nine, with or without small and (including 
the Eight as a small card). Lead Queen, then Nine. 

On the third round, with only four originally, lead Knave ; with 
more than four, lead Ten. 



From 



gA 










<? 




<? 


\. *?% 






v„v 




<? 






: S^g: r. 






V^c? 




<? 




<? 



Queen, Knave, Ten, and at least two small. 
Ten. 



Lead Queen, then 



From 



m 






Queen, Knave, Ten, and at most one small. 
Knave. 

10 01 



Lead Queen, then 



From 



O O 
O 



O O 



O O 



Queen, Knave, and at least two small. Lead fourth best, if an 
American leader ; if not, lowest. 



28 



TABLE OF LEADS. 



Ln trumps, from Queen, Knave, Nine, etc., if Ten is turned up 
to your right, lead Queen. 



From 












Queen, and at least three small. Lead fourth best, if an American 
leader ; if not, lowest. 

Weak Suits Headed by Queen. 



From 



Queen, Knave, with or without one small. Lead Queen, then 
Knave. 

From Queen and two others (one of the others not being the 
Knave). Lead lowest. 

Except partner has indicated strength in the suit, when lead 
Queen, then next highest. 

From Queen and one small. Lead Queen. 

Strong Suits Headed by Knave. 



From 



*** 
*** 




* * 

*.» + 
*** 

* * 




*** 

* * 

* 
*** 



etc. 



Knave, Ten, Nine, Eight, with or without small (and including 
the Seven as a small card). 

The lead depends on the practice of the second hand. If the 
second hand adopts the practice of passing with King or Queen, 
lead Eight, then Knave, with four in suit; Eight, then Ten, with 
five in suit ; Eight, then Nine, with more than five. 

If the second hand adopts the practice of covering Knave led, 
when he holds King, or Queen, with one or two small, lead Knave, 
then Eight. 

On the third round, with only four originally, lead Ten; with 
more than four, lead Nine. 

In trumps, if King or Queen is turned up to your left, lead 
Knave. 



TABLE OF LEADS. 



29 



From 



. 




<c> 


0^0 




0° 
0^0 


0a<> 













etc. 



Knave, Ten, Nine, and one or more small. Lead fourth best, if 
an American leader ; if not, lowest. 

Unless the second hand adopts the practice of covering with King 
or Queen, and one or two small, when lead Knave, then Ten, with 
four in suit ; Knave, then Nine, with more than four. 

In trumps, if King or Queen is turned up to your left, lead 
Knave. 



From 



* A * 



4> ' » 



* * 



* * 



Knave, Ten, and at least two small ; or, Knave, and at least three 
small. Lead fourth best, if an American leader ; if not, lowest. 

In trumps, from Knave, Ten, Eight, etc., if Nine is turned up to 
your right, lead Knave. 

Weak Suits Headed by Knave. 



From 






Knave, Ten, with or without one small. Lead Knave, then Ten. 
From Knave and two small. Lead Knave, then next highest. 
From Knave and one small. Lead Knave. 



All Other Suits. 

Lead fourth best of strong suits, if an American leader 
lowest. Lead highest of weak suits. 



if not, 



3° 



AMERICAN LEADS AT WHIST. 



AMERICAN LEADS AT WHIST.* 

In the following pages, A is the original leader ; Y is the second 
player ; B is the third player ; and Z, the fourth player. 




It is assumed that the leader's partner (B) is capable of drawing 
correct inferences from the card led. An original lead is also as- 
sumed (or at least a lead of the player's own choice, not dictated by 
the previous fall of the cards). 

It is further assumed that the original lead is from the strongest 
suit, and that a strong suit consists of at least four cards. 

Low Card Led. 

The first maxim laid down by American Leads is : . 

When you open a suit with a low CARD, lead your FOURTH BEST. 

Every suit, then, opened with a low card, whether of four or 
more cards, is treated as though the cards below the fourth best were 
not in the leader's hand ; and, whatever low card is led, the third 
player can always place, in the leader's hand, exactly three cards 
higher than the one first led, as shown by the following tabulated 
example : 



From Qn, 

" Qn, 

" Qn, 





Lead 


10, 8, 


7 


10, 8, 


7, 


10, 8, 


7, 


io, 8, 


7, 



4 

4, 2 

etc., etc., etc. 



The fourth-best card — in the above example the Seven — is some- 
times called the card of uniformity. 

It is said that no advantage is gained by showing your partner 

*The system of leading known as "American Leads "was originated by Mr. 
N. B. Trist, of New Orleans, and afterwards elaborated by " Cavendish " in his 
" Whist Developments ". From the analysis of the system given in that book this 
article is freely compiled. 



AMERICAN LEADS AT WHIST. 



31 



you hold six or seven cards of a suit. That, however, is not the 
point. What you do show, and what you want to show, is that you 
invariably hold exactly three cards, all higher than the one first 
selected. 

Some examples of the practical working of the first maxim of 
American Leads are here appended. 

The cards lie as follows : 

Ace, Kg, 9. 




Qn, Knv, 8, 7, 4, 3. 



First Trick. — A leads Seven (his fourth best) ; Y plays Ten ; 
B plays King ; Z plays Two. 

B knows that A holds exactly three cards of the suit, all higher 
than the Seven. 

B, having Ace and Nine himself, can mark Queen, Knave, Eight 
in A's hand. And what is most valuable, B knows at once that A 
has the entire command of the suit. This B did not know even 
after the second round, according to the other way of leading. 

This knowledge may affect B's play. B may lead trumps in con- 
sequence of finding the command of the suit in A's hand ; or he may 
lead his Ace to force Y (who cannot hold any more of the suit unless 
he is calling for trumps) with the certainty that Z will not remain 
with the command. So, 

Second Trick (B to lead). — B leads Ace; Z plays Five (hence 
he cannot hold the Four) ; A plays Three ; Y trumps. 

B knows that A holds Queen, Knave, Eight, Four, of the suit. 
The only card he cannot place is the Six. If A held it, he would 
equally have begun with the Seven. The Six may be either in A's 
hand or in Z's. 

The difference, then, as regards B's knowledge under the two 
systems is this : According to the present play B knows almost 
nothing about A's suit ; according to the American play, B knows 
nearly everything. Especial attention is drawn to the fact that the 
most useful information (viz., that A has the command) can be im- 





Qn, Knv, 2. 




B 


8 


Y Z 




A 



32 AMERICAN LEADS AT WHIST. 

parted on the first round of the suit. If A had led the Three origi- 
nally, his partner would have known next to nothing about his suit. 
Another example. The cards lie thus: 



Ace, 4, 3. 



Kg, 10, 9, 7, 6, 5. 

First Trick. — A leads Seven ; Y plays Eight ; B plays Knave ; 
Z plays Ace. 

The only three higher cards to be accounted for are King, Ten, 
Nine, and B knows that A holds them all, and therefore that A has 
the command of the suit. 

Second Trick (A to lead). — A leads King; Y trumps ; B plays 
Queen (that he may not block the suit, his partner being marked 
with Ten, Nine) ; Z plays Three. 

A can place every card in the suit. Unless Z is calling, B has 
one card to give back, viz., the Two; for, if he held both Four and 
Two, he need not have got rid of the command on the second trick, 
and indeed would have been wrong to do so. Z having played the 
Three holds the Four single. 

High Card Led 
{followed by low card). 

The second maxim laid down by American Leads may be thus 
stated : 

When you open a strong suit with a HIGH CARD, and next lead 
a LOW card, lead the original fourth best ; ignoring in the count 
any high card marked in your hand. 

When Ace is led, from Ace and four or more small cards, accord- 
ing to the American play the second lead in these cases should be 
the original fourth best — the card which would have been selected if 
the suit had been opened with a small card. Whatever low card is 
led, the third player can always place in the leader's hand exactly 



AMERICAN LEADS A T WHIST. 



33 



Lead 




Then 


From Ace, 
" Ace, 
" Ace, 
" Ace, 


Knv, 9, 
Knv, 9, 
Knv, 9, 
Knv, 9, 


8, 
8, 
8, 
8, 



two cards higher than the one selected for the second lead, as shown 
by the tabulated example herewith given : 



7 

7, 5 

7, 5, 3 

etc., etc., etc. 



This rule applies to the second round of the suit only. Some Ameri- 
can Lead players have an idea that, for the sake of uniformity, the 
maxim should be made to apply to all cases where the head of the 
suit is quitted. Thus, having led King, Ace, from Ace, King, Six, 
Five, Three, they maintain that the third lead should be the Five (the 
original fourth best) and not the Three. But, after two rounds of a 
suit are out, the third lead depends so much on the previous fall of 
the cards that it does not seem advisable to lay down any absolute 
rule. 

In order to illustrate the preceding remarks and afford a clear idea 
of their importance, some examples of the application of the second 
maxim of American Leads are now given, to show how the rule 
works in practice. Suppose the cards lie thus : 



Kg, 







Qn, io, 3. 








B 




4. 


Y 


A 


Z 



7, 6, 5. 



Ace, Knv, 9, 8, 2. 

First Trick. — A leads Ace ; Y plays Four ; B plays Three ; Z 
plays Five. 

Second Trick. — A leads Eight (his original fourth best) ; Y 
plays King; B (holding Queen, Ten, is able to place Knave, Nine, 
in A's hand, therefore he) plays Queen ; Z plays Six. 

B knows that A holds Knave, Nine, Two (unless Y is calling for 
trumps). B can place every card in the suit except the Seven ; and 
A's suit is freed, a possible gain of two tricks. 

It will be seen from the example that the lead of the original 



34 



AMERICAN LEADS AT WHIST. 





Ace, 8, 3. 






B 




Knv, 7. 


Y 

A 


Z 



fourth best gives B the information that A commands the suit after 
the second round. This knowledge, which is of great importance, 
is often unattainable under the present method of continuing with 
the lowest. 

Now take the case of King led, from King, Queen, when the 
King wins the trick. The cards lie thus : 



10, 5, 2. 



Kg, Qn, 9, 6, 4. 

First Trick. — A leads King ; Y plays Seven ; B plays Three ; 
Z plays Two. 

Second Trick. — A leads Six ; Y plays Knave ; B plays Ace ; Z 
plays Five. 

Queen, with either Ten or Nine, and the Four, are marked in A's 
hand. In either case A has the entire command of the suit. 

The above example is inserted, as it is at present the practice to 
lead King originally from King, Queen, and any number of small 
cards. 

When Ten is led from King, Knave, Ten, and the Ten wins the 
trick, with good players the Ace must be in the second hand and the 
Queen in the third, or both Ace and Queen must be in the third 
hand. Anyhow B must hold Queen, and may hold Ace also. 

It is, therefore, of but little importance which of his small cards 
A leads after the Ten. 

High Card Led 
(followed by high card). 

Readers of these pages are supposed to know the ordinary leads. 
But for the benefit of those who are not familiar with the mode of 
leading from high cards, the following table of leads is subjoined: 

American Leads leave the above as* they are at present. (See 
Table of Leads, No. II.) 

It will be observed that in some cases the higher of two cards is 
led, on the second round, when the suit consists of only four cards ; 



AMERICAN LEADS AT WHIST. 



35 



but that when it consists of more than four cards, the lower of two 
high cards is led on the second round. 

Table of Leads, No. I. 

( When no qualification is slated the lead is the same, irrespective of 
the number or value of the lower cards in the suit.) 



FROM 


LEAD 


Ace, Kg, Qn, Knv (trumps) 

Ace, Kg, Qn, Knv (plain suits) 

Ace, Kg, Qn (trumps) 

Ace, Kg, Qn (plain suits) 

Ace, Qn, Knv, 10 

Ace, Qn, Knv (more than one small) 

Ace, Qn, Knv (one small) 


Knv, then Ace 

Kg, then Knv 

Qn 

Kg, then Qn 

Ace, then 10 

Ace, then Knv 

Ace, then Qn 


Kg, Qn, Knv, 10 

Kg, Qn, Knv (more than one small) 

Kg, Qn, Knv (one small) 

Kg, Knv, 10, 9 

Kg, Knv, 10 


10 

Knv 

Kg, then Knv 

9 
10 


Qn, Knv, 10, 9 

Qn, Knv, 10 (more than one small) 

Qn, Knv, 10 (one small) 


Qn, then 9 
Qn, then 10 
Qn, then Knv 


Knv, 10, 9, 8 (trumps) 

Knv, 10, 9 (more than one small, trumps) 

Knv, 10, 9 (one small, trumps) 


Knv, then 8 
Knv, then 9 
Knv, then 10 



Refer, for instance, to Ace, Queen, Knave, where Ace is followed 
by an honor. With four of the suit, Ace, then Queen is led ; with 
more than four, Ace, then Knave. The reason is, that if partner 
remains with King and one small one after the first lead, the leader, 
holding five or more originally, desires the King to be played to the 
second trick, so that his suit may not be blocked. But, if the leader 
had only four originally, he cannot afford to let the second trick be 
won twice over, as then there is a much greater chance that the 
eventual command will remain against him. 

It follows that, if A leads originally Ace, then Queen, B will place 
Knave and one small one in the leader's hand ; if A leads Ace, then 
Knave, B will place Queen and at least two small ones in A's hand. 

So also if Queen is led originally. Say Ace is put on second hand. 
A now has the lead again. If he led from only four cards, he can- 



36 



AMERICAN LEADS A T WHIST. 



not afford to waste his partner's singly guarded King, so he now 
leads the Knave. But if he holds two small cards in addition to the 
Knave and Ten, he wants B's King out of the way. 

Table of Leads, No. II. 



FROM 


No. in 
Suit. 


LEAD. 


1st. 


2d. 


3d. 


Ace, Kg, Qn, Knv (trumps) 

Ace, Kg, Qn, Knv (trumps) 

Ace, Kg, Qn, Knv (plain suits) 

Ace, Kg, Qn, Knv (plain suits) 

Ace, Kg, Qn (trumps) 

Ace, Kg, Qn (trumps) 

Ace, Qn, Knv, 10 

Ace, Qn, Knv, 10 

Ace, Qn, Knv and small 

Ace, Qn, Knv and small 


5 
4 
5 
4 
5 
4 
5 
4 
5 
4 


Knv 
Knv 
Kg 
Kg 
Qn 
Qn 
Ace 
Ace 
Ace 
Ace 


Ace 
Ace 
Knv 
Knv 

Kg 
Ace 

10 

10 
Knv 

Qn 


Qn 
Kg 
Qn 
Ace 

Knv 
Qn 


Kg, Qn, Knv, 10 
Kg, Qn, Knv, 10 
Kg, Qn, Knv, 10 
Kg, Qn, Knv, 10 
Kg, Qn, Knv 
Kg, Qn, Knv 
Kg, Knv, 10, 9 
Kg, Knv, io, 9 
Kg, Knv, io 
Kg, Knv, io 


5 
4 
5 
. 4 
6 

5 
5 
4 
5 
4 


10 
10 
10 
10 
Knv 
Knv 
9 
9 
10 
10 


Knv* 
Qn* 
Qnt 
Kgt 
Qn 
Kg 

Knv* 
Kgt 

Knvl 
Kgt 




Qn, Knv, io, 9 
Qn, Knv, 10, 9 
Qn, Knv, 10 
Qn, Knv, 10 


5 
4 
5 
4 


Qn 
Qn 
Qn 
Qn 


9 
9 
10 

Knv 


10 
Knv 


Knv, 10, 9, 8 (trumps) 
Knv, 10, 9, 8 (trumps) 
Knv, 10, 9 (trumps) 
Knv, 10, 9 (trumps) 


5 
4 
5 
4 


Knv 
Knv 
Knv 
Knv 


8 

8 

9 
10 


9 
10 


* If 10 forces Ace. t If 10 wins the first trick. 
J If Queen or Queen, Ace are out. 



All that American Leads propose, when a high card is led, is to 
make the rule constant by extending it to other cases. Thus : with 



AMERICAN LEADS AT WHIST. 37 

King, Knave, Ten, the Ten is led. If the Ten forces the Ace, and 
A gets the lead again, he has no alternative but to go on with the 
King, as his high cards are not of indifferent value. Consequently 
no information can be given as to the number of cards led from. 
But suppose the Ten forces the Queen, or both Queen and Ace, and 
that A obtains the lead and desires to continue his suit. His King 
and Knave are high indifferent cards, both marked in his hand, and 
it is, in one sense, immaterial which of them he leads. But he may 
as well tell his partner whether he led from four cards originally, or 
from more than four. This he can do by pursuing the uniform plan 
of selecting, on the second round, the higher of his two indifferent 
cards, viz., the King, when he remains with King, Knave, and only 
one small one ; or, by selecting the lower of his two indifferent cards, 
viz., the Knave, when he remains with King, Knave, and more than 
one small one, just as he would, for example, in the case of a lead 
from Queen, Knave, Ten. To know whether your partner led from 
King, Knave, Ten, four in suit, or from King, Knave, Ten, more 
than four in suit, may be of great value, especially in trumps. Hence 
the third maxim of American Leads is necessarily as'follows : 

With two high indifferent cards lead THE HIGHER if you opened a 
SUIT OF FOUR ; the lower if you opened a SUIT of FIVE. 

The Table No. II., on page 36, sums up the treatment of suits 
when a high card led is followed by a high card. Those who are 
familiar with the leads given in Table I., as all "Whist players ought 
to be, need only pay attention to the additional matter. 

The cases in which a third lead is entered are those in which the 
first two leads only show the strength of the sequence. In these cases 
the length of the suit is determined by the card selected for the third 
hand. 

THE MANAGEMENT OF TRUMPS. 

Trump Led Originally. 

The selection of card, when a trump is led originally, is the same 
as in plain suits, subject to the variations when leading from high 
cards, pointed out in the Table of Leads, and to the value of the 
turn-up card. 

Those who use common sense hardly require to be told that with 
such a suit as Queen, Knave, Nine, Eight, Two, if partner turns up 
Ace, King, Ten, or Seven, the leader should begin with the Two, 
and not with his fourth best. It is equally obvious that with Ace, 
Queen, Knave, and small, Ten turned up by partner, the leader 



38 AMERICAN LEADS AT WHIST. 

should open with a small one ; or that, with Ace, Queen, Ten, and 
small, Knave turned up to the leader's right, the first lead should 
be the Queen; and so on for other combinations, the principal of 
which will be found in most books on Whist. 

Low Trump Led After a Force. 

When the player forced holds only four trumps, he trumps with 
his fourth best. If he then leads a low trump, he goes on with his 
lowest remaining card. Thus, with Ace, King, Six, Two, he would 
trump with the Two and lead the Six, unless desirous of getting out 
two or three rounds of trumps at once. 

When the player forced holds five trumps, he takes the force 
with his fourth-best card. If he next leads a low trump, he con- 
tinues with his lowest. Three more trumps, all higher than the one 
with which he took the force, are now marked in his hand. 

When the player forced holds six trumps, he should still take the 
force with the fourth-best card. He now remains with five trumps. 
If he next leads a low trump, he should lead the fourth best of these 
five. Three trumps higher than the one used to trump with are 
marked in his hand, with the chance of his also holding a lower card 
than the one led. 

The rule of taking the force with the fourth best, holding more 
than four trumps, is subject to a rather large exception. When the 
fourth-best trump is of such value that taking the force with it may 
imperil a trick later on, it must be reserved. For instance, with 
such cards as King, Knave, Nine, Eight, Three, a careful player 
would rightly trump with the Three and lead the Eight. For the 
time, partner is not informed as to the number of trumps held. 

High Trump Led After a Force. 

When, after a force, the player holds such high trumps that he 
has to open the suit with a high card, he leads according to the 
number of trumps he now holds, not according to the number origi- 
nally held. 

Take the case of four trumps, one of which has been used for 
trumping. From Queen, Knave, and two small ones the fourth best 
is led ; from Queen, Knave, and one small one Queen is led. Hence, 
a player holding Queen, Knave, and two small ones, and having been 
forced, should lead the Queen. 

With five trumps, the player who has been forced, and who then 



PLA Y OF SECOND HAND. 



39 



leads a high card, treats the suit as though he held only four origi- 
nally. For example : with Ace, Queen, Knave, and two small ones, 
one having been made use of in trumping Ace, then Queen (not 
Knave) should be led. 

The foregoing instructions assume that the trump lead is of the 
leader's own motion. If, for instance, his partner had called for 
trumps, he would follow the ordinary book rule, viz., with three 
trumps, trump with lowest, and lead highest; with four trumps, 
echo with penultimate and lead from highest downwards ; with five 
trumps, echo with penultimate and lead lowest, except with Ace, 
when that card is led irrespective of number. 

THE ELEVEN RULE. 

To ascertain the number of cards, superior to the fourth best led, 
that are out against the leader, deduct the number of pips on the 
fourth-best card from eleven, and the remainder will give the number 
of higher cards. 

PLAY OF SECOND HAND. 
Low Card Led Originally. 

1. Play your lowest card second hand. 

It is an even chance that your partner has a higher card than the 
third player. You can therefore leave the trick to the third or fourth 
hand, without loss, and keep in your own hand any high cards you 
may hold over the original leader. 

2. If, however, you hold certain combinations of high cards, 
second hand, it is in some cases advisable to play one of the high 
cards. 

Example. — The second hand holds Queen, Knave, and a small 
card of the suit led. In plain suits, Ace or King must be in the 
third or fourth hand. Suppose the Ace is in the fourth hand, and 
the King in the leader's hand. If you play the Knave you win the 
trick, and your partner still retains the Ace. If you play the small 
card, it is about an even chance that your partner's Ace will be 
forced out, and that the King will win the second trick in the suit. 

On the other hand, it is possible that the lead may have been from 
a long suit of small cards, and that the King is in the third hand, 
and the Ace in the fourth. In that case, you probably lose a trick 
by putting on the Knave, second hand. 



40 



PLAY OF SECOND HAND. 



It has been found by calculation, and by practical experience, that, 
when a small card is led, and you, second hand, hold Queen, Knave, 
and a small one, you will gain oftener than you will lose by play- 
ing the Knave, All other combinations of high cards, second hand, 
have been similarly considered, and their practical outcome is given 
in Table of Play of Second Hand (pp. 43, etc.). 

The doubtful case is that of King and one small card, second 
hand. The most approved practice is to follow the general rule, 
and to play the low card. 

3. An exception to playing the lowest, second hand, if holding 
one high card, unsupported by another, is when you deem it advisa- 
ble to grasp at an opportunity of obtaining the lead at once. This 
can only happen owing to special circumstances of the hand ; for 
these, no rule can be laid down. 

Medium Card Led Originally. 

4. It is to be assumed that the original lead is from a suit of four 
or more cards, and that when, say, a Nine, Eight, or Seven is led, 
the leader holds three cards higher than the one led. {See Table 
of Leads.) You should vary your play, second hand, so as to avail 
yourself of this assumption. 

Example. — The original lead is an Eight. You, second hand, 
hold King, Knave, Nine, and a small card of the suit. If the Eight 
is a true lead, the eldest hand must hold three higher, viz., Ace, 
Queen, Ten. Therefore, you should not play your lowest card, 
second hand, but should cover the Eight with the Nine. 

5. It follows that, in all instances, when you hold the dovetailing 
cards which complete an ascending sequence, you should cover the 
card led with the lowest which completes the sequence. To take an 
extreme example: The original lead is a Six. You hold Ace, 
Queen, Knave, Eight, Seven, second hand. If you can depend on 
an original lead from four cards, the leader must hold King, Ten, 
Nine. You should therefore play the Seven. (For various cases, 
see Table of Play of Second Hand, pp. 43, etc.) 

The same applies to Ace led, followed by a medium card. If the 
eldest hand is an American leader, you know that he holds two cards 
higher than the medium card now led, and you should cover or pass 
accordingly. Thus : Ace is led ; you .play Five ; the third hand 
plays Two; your partner plays Nine. Seven is next led. You, 
second hand, remain with King, Knave, Eight. You should play 
the Eight, as the leader must hold Queen and Ten. 



PLA Y OF SECOND HAND. 



41 



If not an American leader, and the Six had been led, your play 
would be the same, as then the leader holds three cards higher than 
the Six. 

High Card Led Originally. 

6. When a Ten, or an honor, is led originally, and you, second 
hand, hold a card or cards higher than the one led, you ought to 
know, in nearly all cases, what combination of high cards the leader 
holds. {See Table of Leads.) Your play will often depend on this 
knowledge. 

Example. — Ten is led originally. You, second hand, hold Ace, 
Queen, and small. It is morally certain that the lead was from 
King, Knave, Ten, etc. You should, therefore, play the Queen. 
(For other cases, see Table of Play of Second Hand, pp. 43, etc.) 

7. If an honor is led, and you hold the Ace, put it on, second 
hand. 

8. If an honor is led, and you hold a higher honor, not the Ace, 
play your lowest card, second hand. 

The play, if the second hand holds an honor and only one or two 
small cards, is disputed. Thus, if Queen is led, and the second 
hand holds King and one or two small cards, some players cover 
with the King. It can, however, be shown by calculation, that the 
more advantageous course is to pass. 

Second Round of a Suit. 

9. The play of the second hand depends mainly on the fall of the 
cards in the first round, as the following examples will show : 

Example I. — On the first round a small card is led. You, hold- 
ing King, Ten, and a small card, play the small one. Third hand 
plays the Queen. He, therefore, does not hold the Knave, the rule 
being to play the lowest of cards of equal value, or in sequence. 
{See Table of Leads.) Your partner wins with the Ace. On the 
second round of the suit, another small card is led through you. 
You, knowing that the Knave is not in the third hand, play the Ten. 

If you could not tell the position of the Knave, you would gener- 
ally be right to play the King (the winning card) on the second 
round. {And, see Rule 10, p. 42.) 

Example 2. — On the first round a small card is led. You, holding 
Nine and two small ones, play the lowest. The third hand plays 
the Ten, which your partner wins with the Knave. The Ten is, 
therefore, the highest card of that suit in the third hand. {See Table 



42 



PLAY OF SECOND HAND. 



of Leads.) If, on the second round of the suit, a card smaller than 
the Nine is led through you, you should put on the Nine. 

Example 3. — On the first round of a suit, you play a high card, 
as instructed by the Table (pp. 43, etc.), and win the trick. If led 
through on the second round, you should generally play your next 
highest. Thus : With Queen, Knave, and one small card, you play 
the Knave, and win the trick. If a small card of the suit is led 
through you a second time, you should play the Queen. 

10. When a medium or high card is led through you originally, 
you will generally know, on the second round, what other high cards 
the leader holds in the suit, and sometimes, whether those he does 
not hold are in the third hand or in the fourth hand. If you remain 
with a high card and a low card, you will generally be able to decide 
which of them to play by making use of this knowledge. And, 

11. Failing indications to the contrary, play the winning card on 
the second round ; do not play the second-best card ; and, not hold- 
ing the winning card, play your lowest as a rule. 

In trumps, with the winning trump on the second round, and good 
cards in plain suits, and not being desirous of stopping the trump 
lead, it is sometimes advisable to pass. 

Returned Leads. 

12. When a suit originally led up to you, fourth hand, is returned 
through you, you become second hand on the second round of the 
suit. The rules given for the second hand, in the case of a suit led 
through the same player twice, do not now apply. The general rule 
of play is simple. Holding the winning card, play it ; holding high 
sequence cards, generally play the lowest of them ; and otherwise 
play lowest. 

Leads Late in a Hand. 

13. When a forced lead is made, the card led is generally the high- 
est in the leader's hand. It therefore behooves you, as second hand, 
to do one of two things : (a) either to play your lowest, leaving 
the chance, of the first trick to your partner; or (b) to play the 
winning card, or the lowest of two or more high sequence cards. 
No general rule can be laid down. 

Playing to the Score. 

14. Late in a hand, you should bear in mind how many tricks are 
required to win or save the game, or a point, and should play accord- 



TABLE OF PLA Y, SECOND HAND. 



43 



ingly. The simplest case is where one trick is required. Thus : 
With Ace, Queen, Knave, second hand, the lead being from a strong 
suit, the usual play is the Knave. But, only wanting one trick, you 
should, of course, play the Ace. 

When not Able to Follow Suit. 

15. Your play, second hand, depends on your strength in trumps. 
If strong in trumps, you should pass a card of a suit of which your 
partner may hold the highest ; if weak, the best use to which you 
can put your trumps is to make tricks by trumping, unless you are 
certain that your partner can win the trick. 



TABLE OF PLAY, SECOND HAND. 

Note i. — With stronger sequence cards than those tabulated, the second hand 
plays the lowest of the sequence. Thus: — With Ace, King, etc., he plays King ; 
with Ace, King, Queen, etc., he plays Queen ; and so on. 

Note 2. — Obvious variations on account of the turn-up card are neglected. 
Thus: — With Ace, King, etc., Queen turned up, play lowest. 

Note 3. — When calling for trumps, play the card next higher than the one indi- 
cated in the Table, if of indifferent value. 



Leader. 

Any 
card. 



Suits Headed by Ace. 
Second Hand's Cards. 



etc. 



Play. 

King. 



In trumps, with Ace, King, and small, and not being desirous of 
stopping the trump lead, nor of obtaining the lead, play lowest. 



Leader. 

Card 
lower 

than 
Eight. 



Second Hand's Cards. 



etc. 



Play. 



King. 



If Eight is led originally, play Knave {see Rules 4 and 5, p. 40). 
And similarly, with Ace, King, Ten, play Ten on Eight led \ and 
so on, 



44 



TABLE OF PL A Y, SECOND HAND. 



Leader. 

Any 
small 
card. 



Leader. 

Any 
small 
card. 



Second Hand's Cards. 



* 



etc. 





Second Hand's 


Cards. 









°JShe 




0<>0 




etc. 



Play. 
Knave. 

Play. 
Queen. 



But play Ten in trumps; or in plain suits if strong enough in 
trumps to lead them ; or with only three of the suit in hand. 



Leader. 




Second Hane 


's Cards. 


Play. 


Any 

card 

except 

honor. 




% 




Ml 


etc. 


Lowest. 



With five or more in suit, play lowest if strong enough in trumps 
to lead them ; Queen if weak. 
If Knave is led, play Ace. 



Leader. 




Second Hand's 


Cards 




Play. 


Any 
small 
card. 




9? 




VMM 




etc. 


Lowest. 


In trun 
Leader. 


ips, pi 


ay Te 
c 


Q. 
SECOND 


Hand's 


Cards 




Play. 


Any 

card 

except 

honor. 




* 




and sn 


lall. 


Lowest. 



If an honor is led, play Ace. But, in trumps, if not desirous of 
stopping the trump lead, nor of obtaining the lead, play lowest. 
Some players, with Ace, Knave, etc., pass the King led. It is 



TABLE OF PLA Y, SECOND HAND. 



45 



seldom good play to do so ; but such play may sometimes be advis- 
able towards the end of a hand, when the position of most of the 
remaining cards is known. 



Leader. 

Any 

card 

except 

Ace. 



Suits Headed by King. 
Second Hand's Cards. 

etc. 



Play. 



Queen. 



In trumps, with King, Queen, and more than one small (exclud- 
ing the Ten), and not being desirous of stopping the trump lead, 
nor of obtaining the lead, play lowest. 

In trumps, with King, Queen only, small card led, it is often 
advisable to play King. 

If Knave is led originally, cover with Queen, in trumps. In plain 
suits, many players cover ; but it can be shown by calculation that it 
is better to play lowest. 



Leader. 

Card 
lower 
than 

Eight. 



Second Hand's Cards. 







H 







etc. 



Play. 
Queen. 



If Eight is led originally, play Ten (see Rules 4 and 5, p. 40). 
And similarly, with King, Queen, Nine, play Nine on Eight led ; 
and so on. 



Leader. 

Any 
small 
card. 



Leader. 

Card 
lower 
than 
Eight. 



Second Hand's Cards. 



^r 



<?„<? 


<? 


V 


<? 


O 


v^v 


Cards 


* 


* 


*. 


* 


* v * 


* 


4. 



etc. 



etc. 



Play. 



Ten. 



Play. 



Lowest. 



46 



TABLE OF PLA Y, SECOND HAND. 



If Eight is led originally, play Nine (see Rules 4 and 5, p. 40). 
And similarly, with King, Knave, and small, play Knave on Nine 
led ; and so on. 



Leader. 

Any 
card 
led. 



Second Hand's Cards. 



and small. 



Play. 



Lowest. 



But play King, with King and one small, if Nine is led ; or, with 
King, Nine only, if Eight is led. In other cases, do not play King 
second hand, with King and one small one, unless desirous of obtain- 
ing the lead. 

If Queen, or Knave, is led originally, many players, with King 
and two small, or with King and one small, cover the honor with 
the King ; but it can be shown by calculation that it is better to play 
lowest. 

In trumps, if a small card is led, and the leader, to your right, 
has turned up the Ace, play King, holding only King and one small. 
Also, if you have turned up the King, and have only one small, 
and a small trump is led through you, play King. 



Leader. 

Any 
small 
card. 

Leader. 

Any 
small 
card. 



Suits Headed by Queen 
Second Hand's Cards. 






etc. 



Second Hand's Cards. 



and one small. 



Play. 
Ten. 

Play. 
Knave. 



With Queen, Knave, and more than one small, play lowest. 



Leader. 

Card 
lower 

than 
Nine. 



Second Hand's Cards. 
and small. 



Play. 



Lowest 



TABLE OF PLA Y, SECOXD HAXD. 



47 



If Ten or Nine is led originally, with Queen, and only one small, 
play Queen. 

If Knave is led originally, many players, with Queen and two 
small, or with Queen and one small, cover with the Queen ; but it 
can be shown by calculation that it is better to play lowest. 

In trumps, if a small card is led, and the leader, to your right, hss 
turned up Ace or King, play Queen, holding only Queen and one 
small. Also, if you have turned up the Queen, and have only one 
small, and a small trump is led through you, play Queen. 

Suits Headed by Knave. 



Leader. 

Any 
small 
card. 



Leader. 

Any 
small 
card. 





Second Hand's 


Cards 




Play. 




H 









o o 


etc 


Nine. 


1 


c 


second Ha 


nd's 


Cards 




Play. 




!♦♦♦ 


and one smalL 


Ten. 



With Knave, Ten, and more than one small, play lowest. 



Leader. 

Any 
small 
card. 



Suits Headed by Ten. 
Second Hand's Cards. 

and one small. 



v -; 




<? 9 












v> <? 



Play. 
Nine. 



With Ten, Nine, and more than one small, play lowest. 

Some players, with Ten, Nine, and one small, play small. The 
advantage of playing the Nine is very slight, and Nine, followed 
by a small card, may be mistaken for a call for trumps by a partner 
who is in the habit of playing the small one. 

Therefore it is not advisable to play the Nine, unless your partner 
is a player who adopts the same rule of play. 



48 PLAY OF THIRD HAND. 

PLAY OF THIRD HAND. 
Low Card Led Originally. 

1. Play your highest, third hand. 

You assume that your partner has led from his strongest suit, and, 
if the second hand plays a card you can beat, you, third hand, play 
either to win the trick, or to force out a high card from the fourth 
hand, in hopes of establishing your partner's suit. 

2. The only exceptions are : (a) With Ace, Queen, you play 
Queen, third hand; and (<$) with cards in sequence you play the 
lowest of the sequence. 

High Card Led Originally. 

3. You can only play properly by being familiar with the combina- 
tions from which a high card is led (see Table of Leads, pp. 22 to 29), 
and by applying this knowledge to the combinations you hold. 

Example 1. — Ace, then Queen, is led. You held originally King 
and two small ones. You know your partner remains with Knave, 
and only one small card of his suit. You therefore play the small 
card to his Queen. 

Example 2. — Ace, then Knave, is led. You held originally King 
and two small ones. You know your partner remains with Queen, 
and at least two small cards of his suit. You therefore play the King 
to his Knave so as to unblock his long suit. 

Note. — There is a risk of losing the trick by playing the King, 
if the fourth hand does not follow suit to the Knave; but, in the 
opinion of the best judges, this risk ought to be run. 

4. Your play, third hand, will often depend on the number of 
cards you hold in the suit led. 

Example. — Ace, then Knave is led. You held originally King 
and three small ones. You play a small card to the Knave. If your 
partner goes on with the suit, you next play the King (even if the 
second hand trumps), so as to unblock the suit, of which you know 
your partner remains with Queen and at least one small card, and the 
command. 

Unblocking. 

5. When to unblock is a difficult point in the play. In order to 
understand it, you must bear in mind that your partner's object in 
leading from a strong suit, of four or more cards, is to make tricks 
with the long cards of it, should he have the lead after trumps are 



PLAY OF THIRD HAND. 49 

out. If you retain one card of his suit, and that card is higher than 
the best he has remaining, you defeat his plans. 

6. No short general rule can be given for unblocking. The Table 
of Play of Third Hand (pp. 50, etc.) includes many cases in which 
unblocking should be attempted. For others, not provided for in 
the Table, the following may serve : — Whenever you hold one or 
more high cards, and one low card, of a suit of which you have reason 
to believe your partner has the long cards, consider carefully, before 
playing, whether you should retain the one low card, and get rid of 
a possible blocking card. (See Examples, Rules 3 and 4, page 48.) 

7. All unblocking play presupposes that your partner is correct 
in leads. With a partner who leads irregularly, the play of the third 
hand is often mere guess-work. Also, unblocking play seldom 
applies to the trump suit, as, even if that suit is blocked, the long 
trumps must make eventually. 

When not Able to Follow Suit. 

8. When an honor is led originally, and is not covered second 
hand, do not trump it, even if weak in trumps. When a Ten, or 
even a Nine, is led originally, and is not covered second hand, pass 
it as a rule, unless you are weak in trumps, and are desirous of 
obtaining the lead. 

Second Round of a Suit. 

9. When your partner returns the suit you led originally, your 
play, third hand, depends on (a) the fall of the cards in the first 
round ; (b) the value of the card returned ; and (c), when in doubt, 
on your strength in trumps. 

Example I. — You lead a small card from Ace, Knave, and two 
small ones. Your partner wins with the Queen, and returns a small 
card of the suit. You are now third player. It would be absurd to 
finesse the Knave, as the King cannot be in the hand to your right. 

Example 2. — You lead a small card from Ace, Ten, and two small 
ones. Your partner wins with the King, and returns the Knave. 
If you are strong in trumps, pass it ; if weak in trumps, play the 
Ace. And, as a general rule, 

10. It is advisable, on the second round of a suit, to finesse 
against one card which may be to your right, if you are strong 
enough to lead trumps, should the finesse succeed. 

11. When you are not the original leader, your play, third hand, 
on the second round of a suit, depends on (a) the previous fall of 



50 



TABLE OF PLA Y, THIRD HAND. 



the cards ; (b) your knowledge of the combination led from ; and (c) 
whether you desire to unblock. 

Example i. — Queen is led originally by your partner ; taken fourth 
hand by the King. Your partner, on next obtaining the lead, leads 
Knave, showing that his suit consisted of at most four cards (see 
Table of Leads, pp. 22 to 29). You, remaining with Ace and one 
small one, should pass. 

On the other hand, if your partner continues with the Ten, instead 
of the Knave, you should put on the Ace, in order to unblock, as 
your partner remains with Knave and at least two small cards (see 
Table of Leads, pp. 22 to 29). 

Example 2. — You hold Ace, Queen, and a small one, of a suit of 
which your partner leads the Ten, originally. You, knowing the 
lead to be from King, Knave, Ten, etc., play the small one. Your 
partner continues with a small card. You should now play the Ace, 
not the Queen, as, if you retain the Ace, you block your partner's 
suit. 

TABLE OF PLAY, THIRD HAND. 

Note i. — The Table assumes original leads from strong suits, as laid down in 
Table of Leads (pp. 22 to 29). The play of the third hand to forced leads depends 
on judgment, and cannot be tabulated. 

Note 2. — The play of small cards to the first round is also assumed. If, in 
actual play, the third hand sees that he is practically in the position given in the 
Table, owing to the fall of high cards, or to his holding stronger cards than those 
mentioned, he should play accordingly. 



Leader. 

Ace 

then 

Queen. 



Ace Leads. 
Third Hand's Cards. 

and two or more small. 



Play. 

Small 
then 
small. 



Leader, 

Ace 

then 

Knave. 



Third Hand's Cards. 
and two small. 



Play. 

Small 
then 
King. 



If second hand does not follow suit to the Knave, play small. 
With King, and more than two small, play small to Knave. 
In trumps, play small to Knave, irrespective of number. 



TABLE OF PLA Y THIRD HAND. 



51 



Leader. 

Ace 
then 
Ten. 



Third Hand's Cards. 
and two small. 



Play. 

Small 
then 
King. 



If second hand does not follow suit to the Ten, still play King, 
even though second hand trumps. 

With King, and more than two small, play small to Ten. 
In trumps, play small to Ten, irrespective of number. 



Leader. 




Third Hand's Cards. 


Play. 


Ace 
then 
Nine. 




Haws 


and two small. 


Small 

then 

Queen 



If second hand plays King to the Nine, still play Queen. 
If second hand does not follow suit to the Nine, play Queen ; but, 
if second hand trumps, play small. 

With Queen, and more than two small, play small to Nine. 
In trumps, play small to Nine, irrespective of number. 



Leader. 

Ace 

then 

honor 

or Ten. 



Third Hand's Cards. 
None of the suit after Ace. 



L'nless second hand covers. 



Leader. 

Ace 
then 
any 
card. 



Third Hand's Cards. 

and two small. 



Play. 

Small 

of weak 

plain 

suit. 



Play. 

Small 

then 

Queen. 



If second hand trumps the second card led, still play Queen. And, 
third round of the suit, play King. 

With King, Queen, and more than two small, play small to Nine 
led after Ace. 

In trumps, play Queen second round, irrespective of number. 



52 



TABLE OF PLA K, THIRD HAND. 



Leader. 




1 


Ace 
then 






any 
card. 




5Sas 



Third Hand's Cards. 



and two small. 



Play. 

Small 

then 

Knave. 



Even though second hand plays King. 

And, whenever the third hand has four of the suit originally, and 
remains, on the second round, with two high cards and a low one, 
he should play as directed in this and the previous case. 



When Ace is led originally, the third hand, with four of the suit, 
should begin to unblock on the first round. Thus: With King, 
Queen, Knave, and one small card, he should play the Knave to the 
Ace, and the Queen to the second round, even if the second hand 
trumps. For details of similar positions for unblocking with four of 
a suit, complete treatises must be consulted. 



Leader. 






King Leads. 
Third Hand's Cards. 


Play. 


King 

then 

Knave. 




* 


and two or more small. 


Small 

then 

small. 


Leader. 






Th 


ird Hand's Cards. 


Play. 


King 
then 
Ten. 







and two small. 


Small 
then 
Ace. 



If second hand does not follow suit to the Ten, still play Ace, 
even though second hand trumps. 

With Ace and three small, continue to play small. 

With Ace and more than three small, play small to three rounds, 
and win the fourth round with the Ace. 

In trumps, play small, then small, irrespective of number. 

Play. 



Leader. 

King 
then 
small. 



Third Hand's Cards. 



and one small. 



Small 
then 
Ace. 



TABLE OF PLA Y, THIRD HAND. 



53 



If second hand does not follow suit to the small card, play Knave. 

With Ace, Knave, and more than one small, play Knave to the 
second round, unless trumped, when play small. 

With Ace, Knave, only, in plain suits, play Knave to King led. 

In trumps, with Ace, Knave only, take King with Ace, and return 
Knave. 



Leader. 



King. 



Third Hand's Cards. 



None of the suit. 



Unless second hand plays Ace. 

Queen Leads. 
Leader. Third Hand's Cards. 



Queen. 



<? 



and one small. 



Play. 

Small 

of weak 

plain 

suit. 



Play. 

King 
and 
lead 
Ace. 



If second hand does not follow suit, play small. 
With Ace, King, and more than one small, play small (and see 
below for subsequent play). 

In trumps, play small, irrespective of number. 



Leader. 



Queen. 



Third Hand's Cards. 



and one or more small. 



Play. 



Small. 



Unless second hand plays King. 

If second hand does not follow suit, and does not trump, play Ace ; 
unless holding Knave or Ten, with or without others, when pass or 
play small. And, 

In trumps, play small. 

Leader. Third Hand's Cards. Play. 

Small 

of weak 

plain 



Queen. 



None of the suit. 



Unless second hand covers. 



54 



Leader. 

Queen 

then 

Knave. 



TABLE OF PLA Y, THIRD HAND. 
Third Hand's Cards. 



and two or 
more small. 



Play. 

Small 
then 
small. 



Leader. 

Queen 

then 

Knave. 



Third Hand's Cards. 

WW 

and two or more small. 



Play. 

Small 
then 
small. 



The same with Ace, and two or more small, unless King is played 
second hand. 



Leader. 

Queen 

then 

Ten or 

Nine. 



Third Hand's Cards. 



and two small. 



Play. 

Small 
then 
King. 



If second hand does not follow suit to the Ten, or Nine, still play 
King, even though second hand trumps. 

With Ace, King, more than two small, play small to Ten or Nine. 
In trumps, play small to Ten, or Nine, irrespective of number. 



Play. 



^EADER. 


Third Hand's Cards. 


Queen 




520 


then 
Tenor 




l||lft| and two small. 


Nine. 




IsjVRJ 



Small 
then 
King. 



If second hand does not follow suit to the Ten, play small ; but if 
second hand does not follow suit to the Nine, still play King, even 
though second hand trumps. 

With King, and more than two small, play small to Ten, or Nine. 

In trumps, play small to Ten or Nine, irrespective of number. 

The same with Ace, and two or more small, unless King is played 
on Queen led. Also, if Queen wins the first trick, and Ten or Nine 
is next led, and is not covered, of course the third hand should not 
put on the Ace. 



TABLE OF PLA Y, THIRD HAND. 



55 



Leader. 

Queen 
then 
small. 



Third Hand's Cards. 



and one small. 



Play. 

Small 
then 
Ace. 



If second hand trumps the small card, play Knave. 
With Ace, Knave, and more than one small, play small, then 
Knave. 
In trump, play small, then Knave, irrespective of number. 



Leader. 



Knave. 



Knave Leads. 
Third Hand's Cards. 




and one 
small. 



Play. 

Queen 
and 
lead 

King. 



Even if second hand trumps ; and, second round, play King. 
With Ace, King, Queen, and more than one small, play small. 
In trumps, play small, irrespective of number. 



Leader. 



Knave. 



Third Hand's Cards. 



and one or 
more small. 



Play. 



King. 



If strong in trumps, play small, unles* second hand covers. 

If second hand trumps, play small. 

In trumps, play small, unless second hand covers. 



Leader. 
Knave. 



Third Hand's Cards. 



and one or 
more small. 



Play. 



Small. 



Unless second hand covers. 

If second hand does not follow suit, and does not trump, play 
Ace. 

In trumps, if second hand does not follow suit, play small. 



56 



TABLE OF PLA Y, THIRD HAND. 



Leader. 
Knave. 



Third Hand's Cards. 

and one small. 



Play. 



Queen. 



Even though second hand plays Ace. And, second round, play 
King. 

If second hand does not follow suit to the Knave, play small. 
With King, Queen, and more than one small, play small. 
In trumps^ play small, irrespective of number. 



Leader. 



Knave. 



Third Hand's Cards. 



and one small. 



Play. 



Ace. 



If second hand trumps, play small. 

If second hand does not follow suit, and does not trump, the play 
of the third hand depends on whether the lead is from Knave, Ten, 
Nine, or from King, Queen, Knave. If the former, play Ace ; if 
the latter, pass. To decide this, the leader's habit is the main guide 
{see Table of Leads, pp. 22 to 29). 

With Ace and more than one small, play small, unless second 
hand covers (and see below for subsequent play). If second hand 
does not follow suit, play as directed in previous paragraph. 



Leader. 



Knave. 



Third Hand's Cards. 



and one or more small. 



Unless second hand plays Queen. 

Third Hand's Cards. 



Leader. 
Knave. 



None of the suit. 



Play. 



Small. 



Play. 

Small 

of weak 

plain 

suit. 



Unless second hand covers, 



TABLE OF PLA Y, THIRD HAND. 



57 



Leader. 

Knave 

then 

King or 

Queen. 



Third Hand's Cards. 



* 



and two small. 



Play. 

Small 
then 
Ace. 



If second hand does not follow suit to the King led (after Knave), 
play small ; but, if second hand does not follow suit to the Queen, 
still play Ace, even though second hand trumps. 

With Ace, and more than two small, play small, then small. 

In trumps, play small, then small, irrespective of number. 



If Knave led is followed by Ten, the third hand, whatever his 
cards, does not attempt to unblock. If Knave led is followed by 
Nine, or Eight, the third hand should play to unblock, on the same 
lines as when Queen is followed by Ten, or Nine, bearing in mind 
that there is one other high card to be accounted for. Thus : With 
King, Queen, and two small, if Knave led is followed by Nine, the 
third hand should play Queen, to Nine, in plain suits, and third 
round should play King. 

Ten Leads. 



Leader. 
Ten. 



Third Hand's Cards. 
only. 



If second hand trumps, play Queen. 



Leader. 



Ten. 



Third Hand's Cards. 



and one or more small. 



Unless second hand trumps. 

Third Hand's Cards. 



Leader 
Ten. 



and one or more small, 



Play. 

Ace 

and 

lead 

Queen. 



Play. 

Ace. 

Play. 
Small. 



5« 

Leader. 

Ten. 



FLA Y OF FOURTH HAND. 

Third Hand's Cards. 

None of the suit. 



Play. 

Small 

of weak 

plain 

suit. 

Unless weak in trumps, and desirous of obtaining the lead ; or, 
unless second hand covers. 



EADER. 






rHiRD Hand's Cards. 


Play. 


Ten 

then 
small. 




* 




*mA 


and one small. 


Small 
then 
Ace. 



If second hand trumps the small card, still play Ace. With Ace, 
Queen, and two small, play small, then Queen ; but, if second hand 
trumps, play small, then small. On the third round, if leader plays 
small, third hand should play Ace. 

With Ace, Queen, and more than two small, if second hand 
trumps, continue to play small. 

In trumps, play small, then Queen, irrespective of number. 

Nine Leads. 

With Ace, Queen only, play Ace, and lead Queen. 

With Ace, Queen, and one or two small, play Queen to Nine. 
With more than two small, pass the Nine if strong in trumps. 

With King, Queen, etc. , the obvious play is the Queen ; and with 
Ace, or King, and any number of small cards, the Ace or King. 

With Queen, or Knave, and one, two, or three small ones, play 
Queen or Knave ; but, with more than three small, pass the Nine, 
if strong in trumps. 

With none of the suit pass the Nine, unless weak in trumps, and 
desirous of obtaining the lead. 

PLAY OF FOURTH HAND. • 

The fourth player having, with a few exceptions, merely to win 
the trick, if against him, his play involves no further development of 
general principles. 

The exceptional cases, where the fourth hand should not win the 
trick, though he can, or should win his partner's trick in order to 



MANAGEMENT OF TRUMPS. 59 

get the lead depends so much on the previous fall of the cards, that 
they can only be determined by the judgment of the player. 

MANAGEMENT OF TRUMPS. 
Lead Trumps when very Strong in Them. 

With five or more trumps you are very strong. You should lead 
them with the object of exhausting the adversaries' trumps. With 
five tramps your chance of succeeding in this and remaining with 
the long trumps is considerable, and you have an excellent pros- 
pect of bringing in any long suit which you or your partner may 
hold. 

Number being the principal element of strength, you should not 
be deterred from leading from five trumps simply because the fourth 
hand has turned up an honor. Nor should you lead from less than 
five trumps merely because an honor has been turned up second 
hand. 

If you are very strong in trumps (i. e., with a minimum of five 
trumps, one being an honor, or four trumps, two being honors), and 
have not the lead you can ask for trumps (/. e., call on your partner 
to lead a trump), by playing an unnecessarily high card before a low 
one. Thus, if your partner leads King, Ace of a suit, and to the 
first round you play the Three, to the second round the Two, you 
have asked for trumps. Your partner is then bound to relinquish 
his game, and to lead trumps at once. If he has three trumps he 
should lead his highest, and then his next highest. If he has more 
than three trumps, his lowest, unless he has the Ace, when he should 
lead that, and then his lowest (see p. 63). 

If your partner leads trumps or asks for trumps, and you have 
four or more trumps, you should echo by asking at the first oppor- 
tunity (see p. 64). 

You should lead from four trumps if you get the lead after the 
adversaries' hands are cleared of your strong suit, or so far cleared 
that you command it. 

As a rule you should not lead from less than four trumps unless : 

You have winning cards in every suit ; or 

The adversaries are both trumping ; or 

The game is hopeless unless your partner proves strong. 

You should at once return your partner's trump lead, because he, 
by leading trumps, declares a strong game, and it is your best policy 
to second him, even if by so doing you abandon your own plans. 



6o MANAGEMENT OF TRUMPS. 



Do not Force your Partner if you are Weak in Trumps. 

With less than four trumps you are weak. When weak yourself, 
you should not lead a card for your partner to trump ; for, by forc- 
ing, you weaken him and run the serious risk of leaving the com- 
mand of trumps with the adversaries. 

Exceptions. — You may force your partner though yourself weak : 
If he has already been forced, and has not afterwards led a trump ; or 
If you know him to be weak in trumps, as by his having trumped 
second hand ; or 

If you and he can each trump a different suit ; or 
When one trick from his hand wins or saves the game or a point. 
The same considerations which make it inexpedient to force your 
partner when you are weak, show that it is advantageous to 

Force a Strong Trump Hand of the Adversary. 

For you thereby take the best chance of preventing his making 
use of his trumps for bringing in a suit. If he refuses to take a 
force, keep on giving it to him. 

For instance, if he passes your King (led from King, Queen, etc.), 
and the King wins, continue the suit, and so on. Weak players 
never understand this ; they do not like to see their winning cards 
trumped, and therefore frequently lead trumps when an adversary 
refuses to be forced. 

It now hardly requires to be stated that it is bad play intentionally 
to force a weak adversary, and still worse to lead a suit to which 
both adversaries renounce, as the weak will trump, and the strong 
get rid of a losing card. 

Play the Lowest of a Sequence when not Leading. 

You naturally win a trick with the smallest card you can, or if you 
cannot win it, you throw away the smallest you have. By adopting 
a uniform plan, you enable your partner to tell what cards you hold. 
And it is found by experience that this information is of more value 
to your partner than to the adversaries. 

Keep the Command of your Adversaries' Suit; get rid 
of the Command of your Partner's Suit. 

You assume that the suit chosen for the lead by each player is his 
strong suit. By leading the winning card of a suit you assist in 
clearing it. This, of course, is to your advantage so far as your 



MANAGEMENT OF TRUMPS. 6 1 

partner's suit is concerned. But the reverse holds with regard to 
your opponents' suits. Here you want to obstruct the establishment 
of a suit as much as you can, and should therefore not only refrain 
from leading the commanding cards, but should keep second best 
and third best cards guarded with small ones, as long as you can. 

If, however, the adversaries continue their suit, you should, as a 
rule, play the winning card of it in the second round, as the chances 
are it will be trumped third round. 

This is the simplest rule for beginners. But there are various 
exceptions. Thus, if you have best and third best of a suit, and 
have reason to suppose the second best is to your right, you would 
play the third best. In trumps, also, if you are not desirous of 
stopping the trump lead at once, it is often right to pass the second 
round. 

Discard from your Weakest Suit. 

When not able to follow suit, you do no harm by throwing away 
from suits in which you are already weak ; but if you throw away 
from a strong suit, you diminish its numerical power. 

The same rule applies as to trumping second hand. If weak in 
trumps, trump a doubtful card, but not if strong. 

There is one exception to the rule of discarding from the weakest 
suit. If the opponents declare great strength in trumps, as by lead- 
ing or asking for them, you have no reasonable chance of bringing 
in a long suit. In such cases you must play on the defense, and 
guard your weak suits, discarding from your best protected suit, 
which is generally your long suit. 

It follows, if your partner pursues this plan, that he will give you 
credit for weakness in the suit you first discard, when no great ad- 
verse strength in trumps has been shown, and he will refrain from 
subsequently leading that suit. But, if great adverse strength in 
trumps has been declared, he will assume you to be strong in the 
suit you first discard, and will lead that suit unless he has a very 
strong suit of his own. 

Play to the Score. 

All general rules are subject to this one. Thus, if one trick saves 
or wins the game, make it at once. For example : The score is 
Love-all ; you have four tricks ; the adversaries have shown two by 
honors ; your partner opens a fresh suit of which you have Ace, 
Queen. The general rule is to play the Queen ; but, as here one 
trick saves the game, you would generally be right to play the Ace. 



62 



MANAGEMENT OF TRUMPS. 



The example is given for one trick ; but you should always keep 
in mind how many tricks are requisite to win or save the game, or 
even a point, and play accordingly. 

Watch the Fall of the Cards. 

By observing the suits led by the different players, and the value 
of the cards played by each, and by counting the number of cards 
out in the various suits, especially in trumps, you will find that you 
will often know the position of all the important cards remaining 
in ; and by means of this knowledge you will be enabled to play 
the hand, particularly toward its close, to the best advantage. You 
should begin by recording in your own mind the broad indications 
of the hand as it progresses ; you will gradually acquire the power 
of noting even the minor features without any great effort. 

You should draw your inferences at the time. Thus, if a King is 
led originally and you have the Ace of that suit, you should at once in- 
fer that the leader has the Queen ; and so on for other combinations. 

The following table gives some of the more important inferences : 

Table, 
play. | inference. 

Original Leader. 

Is his strongest. 

Has not any combination from 
which a high card is led. 

Has at least five in suit and has 
not King. 

Has Knave. 

Has Ace or Queen, or both. 

Has not Ace or King, but al- 
most certainly Knave and Ten. 
And so on through the whole list of leads. 
Plain suit led originally. | Is not very strong in trumps. 

Leader, Second Round of a Suit. 



Suit led. 
Small card led. 

Ace led. 

Ace then Queen 
King led. 
Queen led. 



Does not lead winning card. 

Leads the second best. 

Returns partner's lead with a 

low card; afterwards plays a 

higher one. 
Returns partner's lead with a 

high card; afterwards plays a 

lower one. 



Has not got it. 
Has the third best. 
Has more. 



Has no more. 



MAXAGEMEXT OF TRUMPS. 



63 



Plays a low card. 
Plays a high card. 



Plays Ace. 



inference. 
Second Hand. 

His lowest, unless calling for 

trumps. 
Has no more, or the next high- 
est, or one of the combinations 
with which a high card is 
played second hand. 



Third Hand. 

I Has neither King nor Queen. 



Does not win the trick if against 

him. 
Wins with any card. 



Fourth Hand. 

Has no higher card than the one 

against him. 
Has no card between the one he 

plays and the one against him. 



Second, Third, or Fourth Player. 

Has not the one next below it. 
Card played is his lowest, unless 

he is asking for trumps. 
Is weak in that suit, except great 

strength in trumps has been 

declared against him, when he 

is strong. 



Any card. 

Does not cover or win the trick. 

Any suit discarded. 



Leads to force his partner. 



Trumps. 

Is strong in trumps, unless part- 
ner has already been forced 
accidentally and has not led 
trumps. 

Is weak in trumps. 



Refrains from forcing his part- 
ner. 
Does not trump a winning card. 

Trumps a doubtful card. 

Does not trump a doubtful card. 

Plays unnecessarily a high card 
before a low one in any suit. 

Asking for Trumps. 
This "ask" is indicated by your playing an unnecessarily high 
card ; that is, on a trick won by Ace, third in hand, you as fourth 



Has no trump or has four trumps 
and wants trumps led. 

Is weak in trumps. 

Is strong in trumps, or has no 
trumps. 

Is calling for trumps. 



64 MANAGEMENT OF TRUMPS. 

player throw the Six, and next round play the Two, or, as second 
player, play the Four, and then next round, drop the Two or Three. 
Thus asking for trumps means playing a totally unnecessarily high 
card, when by subsequent play you show you could have played a 
lower card. You must be careful to distinguish between a totally 
unnecessarily high card, and a card played to cover another card, or 
to protect your partner. If you hold Knave, Ten, and Two of a 
suit, as second player, you play your Ten, on next round you would 
play your Two, if this trick was won by a card higher than your 
Knave. Your partner must not assume, from the fall of the Two, 
that you have asked for trumps ; you have simply played the proper 
card. If you wished to ask for trumps, with this hand you should 
play your Knave on the first card led. But your partner cannot tell 
until the third round of the suit whether you have or have not asked 
for trumps under the above conditions. Thus the play of the second 
hand must be watched carefully to note whether the card played is, 
or is not, a protecting card, and not an "ask ". With fourth player 
there is less chance of mistake, for if the trick be already won, and 
he throws a Five or any other higher card, and next round plays the 
Two or Three, it must be an "ask ". If the card led by the original 
leader be a high card, such as King or Ace, then the play of second 
player is not liable to be misunderstood. No player can ask for 
trumps by his lead. 

The Echo. 

As a sequel to the "ask for trumps ", another system of play has 
been for some time adopted, by which, if your partner ask for trumps, 
you can inform him whether you hold four, or more or less than 
four trumps ; that is, either to "ask" in trumps when they are led, 
or ask in some other suit after your partner has asked. This echo 
is a most powerful aid, as it is almost certain to enable you to win 
an extra trick. The following may serve as an example : 

Your partner holds Ace, King, Queen, and Ten of trumps ; you 
hold Nine, Five, Three, and Two. Your partner has asked for 
trumps, and immediately after leads the Queen. On this you play 
your Three. He then leads King; on this you play your Two. 
He then knows you hold four trumps. Heathen leads Ace, on which 
you play your Five, and Knave falls from one adversary. Your part- 
ner now holds best trump, and could draw the remaining trump if it 
were in the adversary's hand ; but you by the echo have told him it is 
in your hand. Had you not echoed, your partner would draw this 
trump, as he would conclude it was held by the adversaries. 



DUPLICATE WHIST. 



65 



DUPLICATE WHIST 



KALAMAZOO METHOD.* 

Duplicate Whist is in no sense a new game ; its only distinguish- 
ing feature is that the hands for the whole evening, or sitting, after 
having been once played, are played over again, or in duplicate. In 
the duplicate play, each player plays the hand that one of his oppo- 
nents originally held. With this in mind, all misconception in rela- 
tion to further details will be avoided. 

Below is described an exceedingly simple and convenient device 
by means of which the duplicate play of any number of hands is 
accomplished. 




FACE OF TRAY. 

The above is a cut of a Whist tray. The tray is made of tar 
board or other suitable material covered with cloth or leather. Its 
size is 10 inches long, 9 inches wide. A rubber band extends from 
the middle of each side to a point directly toward the center of the 

* Copied by permission of Messrs. Ihling, Bros. & Everard, Kalamazoo, proprie- 
tors of the patent. 



66 DUPLICATE WHIST. 

tray. Only the ends of the band are fastened to the tray, allowing 
the middle portion to be raised above the tray and a hand of cards 
to be slipped under the band and held between it and the tray. In 
the center of the tray is an index pointing directly toward one side 
of the tray. Near one side of the tray are two stars. 

How the Tray is Used. 

The tray is placed in the center of the table with the side contain- 
ing the stars toward the north. In this position the index in the 
center of the tray points to the player who is to lead, and therefore 
the immediately preceding player must deal. The trump is not 
turned, but one suit is declared trump for the evening. After the 
cards have been dealt, first player plays by laying his card face up 
on the table, placing it immediately in front of him, instead of in the 
center of the table. In turn the other players now play in the same 
way. The side winning the trick takes a poker chip from the center 
of table. (There should be thirteen chips in center of the tray rep- 
resenting the number of tricks.) Each succeeding round is played 
in like manner, the winner of the immediately preceding trick having 
the lead as in ordinary Whist. The cards of each round should be 
so placed as to exactly cover those of the preceding round, otherwise 
the cards of each round should be turned face down after the round 
has been completed. 

After the hands of the first deal have been played each player 
takes up the hand he has just played, shuffles it, and slips it face 
down under the rubber band on his side of the tray. The chips are 
counted, and the result of the hand is then scored as described below. 
The tray is laid aside and another placed on the table with the side 
containing the stars toward the north, as before. Of course another 
deck of cards is necessary with which to make a new deal. Any 
desired number of trays having been thus used, they are returned to 
the table singly, bearing the original hands, which are now played 
over again. In returning a tray to the table, the side containing the 
stars is placed to the east or west. This accomplishes the exchange 
of hands, that is, gives to each player the hand that one of his oppo- 
nents held originally. The index in the center of the tray locates 
the lead in the play of both originals and duplicates. 

For convenience in keeping the score and for the purpose of com- 
paring corresponding results of the original and duplicate play the 
trays are numbered I, 2, 3, etc. The number is on the under side 
of the tray. 



DUPLICATE WHIST. 67 

The duplicates are returned to the tables in irregular order, not 
consecutively ; the numbers on the under side of the trays are not to 
be referred to by the players until the deal is played out. By this 
irregular return of the duplicates the players will not know which 
deal is before them, until reference is made to the number of the tray 
for scoring, consequently any recollection of the deal from the first 
play will be impossible. 

The Score. 

The score may be kept in any of the usual ways, but the score-card 
on the following page will show the method recommended for Dupli- 
cate Whist. 

The numbers in the central column correspond to the numbers on 
the trays. On the left of this central column are columns for scoring 
the number of tricks won with both the original and duplicate hands 
by the players occupying the north and south sides of the table. 
The names of these players should be written in the blank spaces 
left for them above the columns. The columns on the right of the 
central column should be used for the score of the other two players. 
The players who score the greatest number of tricks during the 
whole play are accounted the winners. 

It is well known that in the ordinary seven-point game of Whist 
one side may win the most games while the opponents make the 
most points ; but it is not so well known, perhaps, that one side may 
make the most points while the opponents win the most tricks. 

Two or More Tables. 

It is evident that the same set of trays will accommodate two or 
more tables. Table I may play tray 1 and table 2 may play tray 2 
at the same time. Then table 1 may play tray 2 and table 2 tray 1 
at the same time. After each table has thus played trays 1 and 2, 
in the same way each may play trays 3 and 4, 5 and 6, etc. 

If there are three tables, tables 1, 2, and 3 may play trays 1, 2, and 
3, respectively, at the same time. Then tray 1 may pass to table 2 ; 
tray 2 to table 3, and tray 3 to table 1. After the three trays have 
been played in these positions, tray 1 may pass to table 3 ; tray 2 to 
table 1, and tray 3 to table 2. This method can be pursued until 
each of the three tables has played any number of times three trays. 

In a manner entirely analogous, four tables can play any number 
of times four trays ; five tables, any number of times five trays ; six 
tables, any number of times six trays ; etc. 



68 



DUPLICATE WHIST. 
Score Sheet for Duplicate Whist. 



Table No 


N. 


Date 

vs. 

TRICKS MJ 


> 




i8g 

E. 


* 


S. 




w. 


SCORE 


NUMBER OF 


IDE BY EACH SIDE. 




Original 
Score. 


Duplicate 
Score. 


Total. 


No. of 
Deal. 


Original 
Score. 


Duplicate 
Score. 


Total. 








1 














2 














3 














4 














5 














6 














7 














8 














9 














10 














11 














12 














13 














14 














15 














16 














17 














18 














19 














20 























DUPLICATE WHIST WITHOUT TRAYS. 69 

With a limited number, say 2 to 4 tables, some one of the players, 
usually the host or hostess, performs the duty of passing and caring 
for the trays. To avoid confusion, one person should have entire 
charge of this service, neither soliciting nor accepting assistance 
from anybody else, and it is better, when convenient, to have this 
duty assigned to a person not in the play. 

In Duplicate Whist very interesting contests between different 
clubs are easily arranged ; any Whist company may be divided by 
lot, or by choice of two leaders, into two sides, and the result decided 
by the aggregate scores at all the tables. As an additional feature 
prizes may be awarded to the couple having the highest score. 

Rules for Duplicate Whist. 

Duplicate Whist is subject to the laws of the regular game in all 
cases except the following : 

In the penalty incurred for a revoke, etc., the necessary points are 
deducted from the defaulter's score, and added to the opponents' ; 
but the points can in no case exceed the number of tricks taken in 
that hand by the offending party, so that the limit of thirteen for one 
hand shall not be exceeded. 

Again : If a player makes a misdeal, he must deal again, without 
incurring any penalty for it. 

Special Caution. 

When more tables than one take part, do not make any comparison 
of scores until the game is over. 

Cards should not be thrown down, claiming remainder of tricks 
because holding winning cards, but hands should be played through, 
one trick at a time. 

When a deal is played through, each player should immediately 
place his packet of thirteen cards in its place on the tray, before the 
scorers count and score the result. 



DUPLICATE WHIST WITHOUT TRAYS. 

Duplicate Whist may be played without the assistance of the trays, 
as follows : A, B, C, and D play against W, X, Y, and Z, — A and 
B vs. W and X in room No. 1, and C and D vs. Y and Z in room 
No. 2, sitting as represented in the diagram : 



70 



DUMMY WHIST. 



W 



X 

ROOM NO. I. 



D 

ROOM NO. 2. 



The deal starts at the same side of the table in each room, say A 
in No. i and Y in No. 2. 

After the hand has been played, and scored, as already described, 
A and B, W and X go to room No. 2, where a similar process has 
been going on; C, D, Y, Z, of course, going to room No. 1. A 
occupies Y's seat, B takes Z's seat, W takes C's seat, and X takes 
D's seat, similarly Y takes A's seat in room No. 1, Z takes B's seat, 
C takes W's seat, and D takes the seat vacated by X. Thus each 
player plays the hand held originally by one of his adversaries. 

After the play of the hand is completed, and the score marked, the 
cards are thrown in the center of the table as at ordinary Whist. 
A new deal ensues, and after being played the teams again reverse, 
thus resuming their original positions, and the play continues as 
before. 

DUMMY WHIST. 

This is played by three players. 

One hand, called Dummy's, lies exposed on the table. 

The laws are the same as those of Whist, with these exceptions : 

I. Dummy deals at the commencement of each rubber. 

II. Dummy is not liable to the penalty for a revoke, as his adver- 
saries see his cards ; should he revoke and the error not be dis- 
covered until the trick is turned and quitted, it stands good, and the 
hand proceeds as though the revoke had not been discovered. 

If Dummy's partner revoke, he is liable to the usual penalties. 

III. Dummy being blind and deaf, his partner is not liable to 
any penalty for an error whence he can gain no advantage. Thus, 
he may expose some or all of his cards — or may declare that he has 
the game, or trick, etc. , without incurring any penalty ; if, however, 
he lead from Dummy's hand when he should lead from his own, or 
vice versa, a suit may be called from the hand which ought to have led. 



THE AMERICAN WHIST CODE. 71 

The whole policy of the assailants' game consists in leading 
through Dummy's strong suits, and up to the weak ; the return of 
partner's lead being, in most cases, a secondary consideration. 

This game eminently displays the rationale of some of the most 
important maxims at Whist ; for example : 

The expediency of leading a strengthening card to partner. 

The benefit of pursuing an old suit in preference to a fresh weak 
one. 

The importance of placing the lead. 

The mischief of forcing the strong and weak hand indiscriminately ; 
and the proper application of a thirteenth card. 

The policy of retaining the command of the adversaries' suit. 



DOUBLE DUMMY. 

Is played by two players, each having a Dummy or exposed hand 
for his partner. The laws of the game do not differ from Dummy 
Whist, except in the following special Law : There is no misdeal, as 
the deal is a disadvantage. 

Each player and the two Dummies take the deal in turn, and are 
liable to all the laws previously stated. 

Although cards will "beat their makers", the game of Double 
Dummy is more in favor of the best player than any other at Whist. 

It undoubtedly is very instructive to the novice, and has been 
recommended by high authorities as the best mode of studying the 
game. 

THE AMERICAN WHIST CODE. 

The code adopted by " The American Whist League " differs from 
the English Whist Laws very materially. It is not, however, 
thought advisable to give the American laws here, because it is gen- 
erally understood that the League intends to perfect the code at the 
next meeting of the Congress, and, if possible, render subsequent 
amendment unnecessary. The following are, at present, the princi- 
pal points of difference between the two codes : 

I. The American game consists of seven points. Singles, doubles, 
and the rubber, together with scoring by honors, have all been abol- 
ished. 

II. The English Law 84, which provides for the consultation of 
partners as to penalty, has been expunged, and gives to the player 



72 



THE AMERICAN WHIST CODE, 



on the right of the offending party authority to exact the penalty {see 
Law 38, American code). 

III. The American code provides that only a single penalty can 
be exacted for leading out of turn. The penalty adopted is calling 
a suit from either of the adversaries when it is their turn to lead {see 
Law 38, American code). 

IV. No one is permitted to examine a trick after it is turned and 
quitted. 

V. The American laws do not allow a player to ask his renounc- 
ing partner whether he has none of the suit led ; or to inquire what 
the trump suit is. 

VI. The trump card may be left on the table until just previous 
to the turning and quitting of the second trick. 

VII. The phraseology of the English laws has been greatly im- 
proved, and the number reduced from 91 to 61. The laws relating 
to exposed cards are both comprehensive and clear, and are a great 
improvement on the English laws framed for the same purpose. 
Law 61 provides that "no conversation shall be indulged in during 
the play of the hand except such as is required or permitted by the 
foregoing rules ". The whole code seems to aim at promoting silence 
during play. 



Dick & Fitzgerald 

PUBLISHERS, 

18 ^.KTZST STREET, 
Po*r Oync. Box 2975. NEW YORK 



Upon receipt of the price, any books adver- 
tised in the following pages will be sent by mail 
postage paid, to any Post Office in the United 
States, Canada, and the Universal Postal Union. 



\o Books Exchanged. No Books sent C. O. D. 

Sot Responsible for Money or Books sent by Mail, unless Registered. 
Parcels will be registered on receipt of Ten Cents in addition to the 

amount of the order. 
Under no Circumstances will Books be sent Subject to Approval. 
No Orders whatever will be Filled unless sufficient money accon^ 

panies them. 
Write your name plainly. 

Give full Address, with Post Office, County and State, 
a. complete descriptive Catalogue will be mailed free on application. 



HOW TO SEISTD MONEY. 

In remitting by mail the safest means are a Post-office 
or bxpress Money Order, or a Draft on a New York Bank, 
payable to Dick <fc Fitzgerald. "When these are not pro- 
curable, Cash (or a Postal Note) should be sent in a Kegis- 
tered Letter. Unused United States Postage Stamps, ol 
the depomination of Ten Cents or under, will be taken aa 
cash in amounts less than One Dollar. Soiled Stamps, 
Postage Stamps other than those of the United States, an$ 
DernonaJ checks or drafts on local banks cannot be accented 



BOOKS ON GAMES. 



The American Hoyle ; or, Gentleman's Hand-book of Games. 

By " Trumps". This work, which has already passed through 
fourteen editions, has long since been accorded the position 
of an exclusive authority on games played in America. 

The fifteenth edition, now issued, newly arranged, in new type, 
and in a great measure re-written, contains all the latest novelties, 
as well as the recent changes in games already in vogue, some of 
them being profusely illustrated. 

Among the new games introduced in this edition are Rubicon 
Piquet, Rubicon Bezique, Grabouche, Solo Whist, Cayenne Whist, 
Domino Whist, etc. 

In the game of Whist, the new features are "Cavendish's" 
rules for play, with best leads, and a critical examination of the 
system of "American Leads", with directions for the play of 
second and third hands, elucidated by card illustrations ; also, the 
mode of procedure in Duplicate Whist. 

The various games of Billiards and Pool, with the modern rules 
adopted in the latest matches and tournaments, are inserted by 
special permission accorded by the Brunswick-Balke-Collender 
Company. 

The games of Draw Poker, including Jack-pots ; also Baccarat 
Banque and Baccarat Chemin de Fer, have been carefully re- 
modeled and corrected. 

The work also includes an elaborate exposition of the Doctrine 
of Chances, as applied to the occurrence and recurrence of possi- 
bilities in all matters connected with games of chance. 514 pages. 

Library Edition, i2mo., cloth $1 . 50 

A cheaper edition, i6mo., in paper covers 50 cts. 

Bound in boards 75 cts. 

Dick's Hand-book of Cribbage. Containing full directions for 
playing all the Varieties of the Game, and the Laws which govern 
them. This work is entirely new, and gives the correct method 
of playing the Six-Card, Five-Card, Two-Handed, Three-Handed, 
and Four-Handed varieties of the Game, with instructive examples, 
showing clearly all the combinations of Hand, Crib, and Play, with 
a thorough investigation of long sequences in play, and the value 
of Hands. The Laws of the Game have been carefully revised in 
accordance with the recognized usages of the present time, and 
constitute a reliable authority on all points of the Game. i8mo., 
cloth, flexible 50 cts. 



BOOKS ON - GAMES. 



Dick's Games of Patience ; or, Solitaire with Cards. New 
and Revised Edition. Containing Sixty-four Games. Illustrated 
with Fifty explanatory full-page Tableaux. This treatise on Soli- 
taire embraces a number of new and original Games, and all the 
Games of Patience at present in favor with the most experienced 
players. Each game is carefully and lucidly described, with the 
distinctive rules to be observed and hints as to the best means of 
success in play. The Tableaux furnish efficient aid in rendering 
the disposition of the cards necessary to each game plain and 
easily comprehensible. The difficulty usually attending descrip- 
tions of intricate games is reduced, as far as possible, by precision 
in method and terseness of expression in the text, and the illus- 
trations serve to dispel any possible ambiguity that might be un- 
avoidable without their aid. Quarto, 143 pages. 

Board covers 75 cts. 

Cloth $1.00 

Modern Whist. A Treatise on the Game of Whist, introducing 
all the modern methods and usages of the scientific game, mainly 
derived from the latest works of ' ' Cavendish ", the leading 
authority in all that pertains to the game of Whist. 

The most advantageous leads, according to "Cavendish", as 
well as the system of " American Leads ", are given in detail, 
including a critical analysis, with Tables and Illustrations, of the 
best play for second and third hands. 

This treatise contains all the instruction necessary to make an 
expert modern Whist player. Paper covers 25 cts. 

Pole on Whist. The Theory of the Modern Scientific Game of 
Whist. By William Pole, F.R.S. This complete and exhaustive 
Treatise on the Game is in handy form for the pocket, and affords 
lucid instructions at all stages of the Game for partners to play in 
combination for their best interests 20 cts. 

American Leads at Whist. A condensed Treatise abridged from 
the well-known work by " Cavendish ", explaining and elucidating 
the generally accepted modern methods of American Leads as ap- 
plied to legitimate signaling between partners during the progress 
of the game. Illustrated with Diagrams. Vest pocket size. .15 cts. 

Cinch. A thorough hand-book of the game of Cinch, contain- 
ing the correct method of playing, and the Laws which govern 
it ; compiled from the best and most reliable authorities. By 
" Trumps " 10 cts. 



BOOKS ON GAMES. 



Hoyle's Games. By "Trumps". A Complete Manual of the 
games of skill and chance as played in America, and an acknowl- 
edged " arbiter on all disputed points " ; thoroughly revised and 
corrected in accordance with the latest and best authorities. 

It contains the modern laws and complete instructions for the 
games of Chess, Draughts, Dominoes, Dice, Backgammon, and 
Billiards, as well as all the games with cards at present in vogue, 
including the more recently introduced methods of playing 
Baccarat, Duplicate Whist, Cayenne Whist, Hearts, Grabouche 
Newmarket, Solo Whist, and Five and Nine or Domino Whist, 
etc. Profusely illustrated with explanatory card engravings, and 

diagrams. i6mo., 514 pages, cloth $1.25 

Bound in boards 75 cts. 

Paper covers 50 cts. 

Dick's Hand-book of Whist. Containing Pole's and Clay's Rules 
for playing the modern scientific game, the Club Rules of Whist, 
and two interesting Double Dummy Problems. This is a thor- 
ough treatise on the game of Whist. It covers all the points and 
intricacies which arise in the game ; including the acknowledged 
code of etiquette observed by the players, with Drayson's remarks 
on Trumps, their use and abuse, and the modern methods of sig- 
naling between partners 25 cts. 

Marache's Manual of Chess. Containing a description of the 
Board and Pieces, Chess Notation, Technical Terms, with dia- 
grams illustrating them, Laws of the Game, Relative Value of 
Pieces, Preliminary Games for beginners, Fifty Opening of Games, 
with the best games and copious notes ; Twenty Endings of Games, 
showing easiest way of effecting checkmate ; Thirty-six ingenious 
Diagram Problems, and sixteen curious Chess Stratagems, being 
one of the best Books for Beginners ever published. By N. Ma- 
rache. Bound in cloth 50 cts. 

Dick's Art of Bowling ; or, Bowler's Guide. Giving the cor- 
rect method of playing, keeping the score, and the latest rules 
which govern the American and German Games, and their most 
popular variations ; including the Regulations adopted in Matches 
and Tournaments. Fully illustrated 25 cts. 

Trumps' New Card Games. Containing the correct method and 
rules for playing the games of Hearts, Boodle, Newmarket, Five 
and Nine or Domino Whist, Solo, and Cayenne Whist. Paper 
covers 25 cts. 



BOOKS ON GAMES. 



Robertson's Guide to the Game of Draughts. Embracing all 
of the twenty-two well-known Openings, with 3340 Variations, 
including and correcting all that are given in the leading treatises 
already published, with about 1200 new and original Variations 
which appear for the first time in this work, forming a thorough 
and complete digest and analysis of the Game, with corrections and 
additions up to the present time. The number of moves aggregate 
nearly 100,000. Match play by Yates, Wyllie, Barker, and others, 
will be found regularly classified. A change has been made in 
the trunks generally, and throughout the whole work there appears 
much that is fresh and original. Cloth, 8vo., 320 pages. . . $3.00 

Anderson's Checkers. Containing complete Instructions and 
Rules for playing Checkers or Draughts. Illustrated with Dia- 
grams ; including all the Standard Games and their Variations, and 
numerous Problems with their Solutions. By Andrew Anderson. 
In a certain sense, this is a reprint of Anderson's Celebrated 
"Second Edition", revised, corrected, and enlarged by Robert 
M'Culloch ; that is, his play when sound is given intact, and 
where improvements have been shown they have been incor- 
porated, and unsound play eliminated. Cloth $1.50 

Spayth's American Draught Player; or, The Theory and 
Practice of the Scientific Game of Checkers. Simplified and 
Illustrated with Practical Diagrams. Containing upwards of 1700 
Games and Positions. By Henry Spayth. Sixth edition, with 
over three hundred Corrections and Improvements. Containing : 
The Standard Laws of the Game — Full Instructions — Draught 
Board Numbered — Names of the Games, and how formed — The 
" Theory of the Move and its Changes " practically explained and 
illustrated with Diagrams. Cloth $3.00 

Dunne's Draughts Player's Guide and Companion. A Guide 
to the Student and a Companion for the Advanced Player. By 
Frank Dunne. A thoroughly practical work, containing In- 
structions for beginners, Standard Rules, the "Move" and its 
changes, End Games, Openings, Illustrative Games, including the 
Wyllie-Bryden Match Games, the Losing Game, and some of the 
finest Problems of the day, with their Solutions. It includes also 
the Spanish, Italian, Polish, and Turkish varieties of the game ; 
the entire work being profusely illustrated by Diagrams exhibiting 
the Problems and the critical positions in the progress of the 
games. i2mo., cloth $1.50 



BOOKS ON GAMES. 



Mortimer's Chess Players' Pocket-book. A complete and handy 
Manual of all the known Openings and Gambits, with a thorough 
analysis of each, its variations and defense, the more intricate of 
which are instructively carried out beyond the opening moves. 
By James Mortimer. The special feature of this work is the 
manner in which the notation is arranged in tabular form, by 
which greater perspicuity is gained for study, and so reduces the 
bulk that it can easily be carried in the pocket for ready reference. 
This book is emphatically indorsed by all the leading Chess 
Critics. Cloth, pocket size 50 cts. 

Gossip's Chess Players' Text-book. It introduces a prelimi- 
nary Game, elucidated step by step for the instruction of begin- 
ners. It gives a full and extended analysis of all the Openings 
and Gambits in general use, with illustrative Games analytically 
explained, and a number of interesting End Games and Strategic 
positions calculated to afford advanced players a more thorough 
insight into the intricacies of the game. Bound in cloth. 156 
pages 75 cts. 

Scattergood's Game of Draughts ; or, Checkers Simplified 
and Explained. With practical Diagrams and Illustrations, 
together with a Checker-board, numbered and printed in red. 
Containing the Eighteen Standard Games, with over 200 of the 
best variations selected from various authors, with some never 
before published. By D. Scattergood. Bound in cloth, with 
flexible covers 50 cts. 

Spayth's Game of Draughts. By Henry Spayth. This book is 
designed as a supplement to " The American Draught Player " ; 
but it is complete in itself. It contains lucid instructions for begin- 
ners, Laws of the Game, Diagrams, the score of 364 games, to- 
gether with 34 novel, instructive, and ingenious " critical posi- 
tions ". Cloth $1.50 

Spayth's Draughts ; or, Checkers for Beginners. This trea- 
tise was written by Henry Spayth, the celebrated player, and is 
by far the most complete and instructive elementary work on 
Draughts ever published. It is profusely illustrated with dia- 
grams of ingenious stratagems, curious positions, and perplexing 
Problems, and contains a great variety of interesting and instruct- 
ive Games, progressively arranged and clearly explained with 
notes, so that the learner may easily comprehend them. With the 
aid of this Manual a beginner may soon become a proficient 
in the game. Cloth, gilt side 75 cts. 



DICK'S 
ENCYCLOPEDIA 

of Practical Receipts and Processes, 

CONTAINING 6,422 PRACTICAL RECEIPTS, 

Written in a plain and popular manner, and illustrated with explanatory 
wood-cuts. Being a comprehensive Book of Reference for the Merchant, 
Manufacturer, Artisan, Amateur and Housekeeper, embracing valuable in- 
formation in the Arts, Professions, Trades, Manufactures, including 
Medicine, Pharmacy and Domestic Economy. It is certainly the most 
useful book of reference for practical information pertaining to the wants 
of everyday life ever printed. The Scientific Amekican says "It is 
worthy of a place in the library of any home, work-shop, factory or 
laboratory ". Prominent among the immense mass of subjects treated of 
in the book, are the following : 



The Art of Dyeing; 

Hard, Soft and Toilet Soaps ; 

Tanning ; 

Distillation ; 

Imitation Liquors ; 

Wines, Cordials and Bitters ; 

Cider ; 

Brewing ; 

Perfumery ; Cologne Water and 

Perfumed Spirits; 
Flavoring Essences, etc.; 
Cosmetics ; 

Hair Dyes and Washes ; 
Pomades and Perfumed Oils ; 
Tooth Powders, etc.; 
Syrups ; 

Alcohol and Alcoholmetry ; 
Petroleum and Kerosene ; 
Bleaching and Cleaning ; 
Scouring and Cleansing ; 
Vinegar; 

Sauces, Catsups and Pickles; 
Receipts for the Garden ; 
To Remove Stains, Spots, etc.; 
The Extermination of Vermin ; 
Pyrotechny and Explosives ; 



Cements, etc.; 

Soluble Glass ; 

Waterproofing ; 

Artificial Gems ; 

Inks and Writing Fluids ; 

Aniline Colors; 

Liquid Colors ; 

Paints and Pigments ; 

Drying Oils and Dryers ; 

Painting and Paper-hanging ; 

Ralsomine and WTiitewash ; 

Oil and Spirit Varnishes ; 

Varnishing and Polishing ; 

Lubricators ; 

Japanning and Lacquering ; 

Boot and Harness Blacking ; 

Photography ; 

Metals and Alloys ; 

Soldering and Welding ; 

Amalgams ; 

Gilding, Silvering, etc.; 

Electrotyping, Electroplating, etc; 

Medicinal Preparations ; 

Patent Medicines ; 

Medical Receipts ; 

Weights and Measures. 



607 pages, royal octavo, cloth S 5 -°^ 

Sheep 6.00 

DICK & FITZG-EBALD, Publishers, 

Box 3975. NEW YORK. 



COOK BOOKS. 



Dinner Napkins, and How to Fold Them. Containing 

plain and systematic directions for arranging and folding Napkins or 
Serviettes for the Dinner Table, from the simplest forms to the most 
elaborate and artistic designs. By Georgiana C. Clark. This little work 
embraces all the favorite designs in general use for transforming a plain 
Napkin into one of the most attractive and ornamental appendages to an 
elegantly arranged Dinner-Table. Some of the patterns being expressly 
intended for combining artistic display with floral decoration, appropri- 
ately s> mbolic of Bridal and other special occasions. 
Profusely illustrated 25 cts. 

Mrs. Crowen's American Lady's Cookery Book. Giving 

every variety of iniormation for ordinary and holiday occasions, and con- 
taining over 1,200 Original Receipts for Preparing and Cooking Soups and 
Broths, Fish and Oysters. Clams, Mussels, Crabs and Terrapins, Meats 
of all kinds, Poultry and Game, Eggs and Cheese, Vegetables and Salads, 
Sauces of all kinds, fancy Desserts, Puddings and Custards, Pies and 
Tarts, Bread and Biscuit, Rolls and Cakes, Preserves and Jellies, Pickles 
and Catsups, Potted Meats, etc., etc. The whole being a complete system 
of American Cookery. By Mrs. T. J. Crowen. 
480 pages, 12 mo. , cloth § 1 .50 

HOW to Cook and How to Carve. Giving plain and easily 
understood directions for preparing and cooking, with the greatest econ- 
omy, every kind of dish, with complete instructions for serving the 
same. This Book is just tbe thing for a young Housekeeper, It is worth 

a dozen of expensive French books. Paper covers ...30 cts. 

Bound in boards with cloth back 50 cts. 

The American Home Cook Book. Containing several hun- 
dred excellent recipes. The whole based on many years' experience of 
an American Housewife. Illustrated with engravings. All the recipes in 
this book are written from actual experience in Cooking. Paper.. .30 cts. 
Boards , 50 cts. 

The Yankee Cook Book. A new system of Cookery. Con- 
taining hundreds of excellent recipes from actual experience in Cooking; 
also, full explanation in the art of Carving. 126 pages, paper covers.30 cts. 
Boards 50 cts. 

Soyer's Standard Cookery for the People- Embracing an 

entirely new System of Plain Cookery and Domestic Economy. By Alexis 
Soyer. The plain and familiar style adopted in describing the details of 
the various culinary operations, commends itself to the notice of all 
economical hoxisekeepers, as it affords the best results with the least ex- 
penditure. 214 pages, paper 30 cts. 

Boards 50 cts. 

The American Housewife and Kitchen Directory. This val- 
uable book embraces three hundred and seventy-eight recipes for cooking 
all sorts of American dishes in the most economical manner. 

Paper 30 cts. 

Boards 50 cts. 

Souillard's Book of Practical Receipts. For the use of 

Families, Druggists, Perfumers. Confectioners and Dealers in Soaps and 
Fancy Articles for the Toilet. By F. A. Souillard. Paper 25 cts. 

Book of Wonders, Mysteries and Disclosures, a complete 

hand-book of useful information. Giving a large number of Recipes for 
the manufacture of valuable articles of every-day use, and of great value 
to manufacturers, storekeepers, druggists, peddlers and families. To 
which is added Taxidermy and Traps and Trapping. Paper. ... ..25 Cts. 



BOXING AND WRESTLING. 



How to Join a Circus. This contains all the information 
necessary for those who desire to qualify themselves for the Circus or 
Gymnasium ; with hints to Amateurs and advice to Professional per- 
formers; affording thorough instruction in all branches of the business. 
Illustrated. By the celebrated Tony Denier. By carefully following the 
advice and instruction contained in this book, any person with a moder- 
ate degree of perseverance can become proficient in all the startling acts 
on the horizontal bar, flying trapeze, and other evolutions that challenge 
the admiration of all who behold them. 104 pages 25 cts. 



Jerry 



Thomas' Bar Tender's Guide; or How to Mix all 



kinds of Fancy Drinks ■ An entirely neio edition; new plaUt: new drinks. 
Containing clear and reliable directions for mixing all the beverages used 
in the United States. Embracing Punches, Juleps, Cobblers, Cocktails, 
etc., etc., in endless variety. By Jerry Thomas. This work also contains 
the best receipts for preparing bottled Punch, bottled Cocktails, Punch 
Essences, etc., after the most approved methods; also, all the newest 
Egg Noggs, Fizzes, Slings, Sours, and other Fancy Drinks in endless 

variety. 16mo, illuminated paper cover 50 cts. 

16mo, cloth ^ 75 cts. 

Dick's Art Of Wrestling. A New Hand-Book of thorough in- 
struction in Wrestling, with the accepted Rules to be observed in the 
different methods of wrestling generally adopted at the present time. 
Fully illustrated by well-designed engravings, exhibiting all the aggres- 
sive and defensive positions necessary for success 25 cts. 

Price's Science of Self- Defense. Illustrated with Engravings. 
This book was written by Ned Price, the celebrated boxer, and is the best 
work that was ever written upon the subject of Sparring and Wrestling. 
It contains all the tricks and stratagems resorted to by professional box- 
ers, and the descriptions of the passes, blows and parries are aU clearly 
explained by the aid of numerous diagrams and engravings. That por- 
tion of the work which treats on wrestling is particularly thorough, and is 
weU illustrated with engravings. Boards 75 cts. 

Ned Donnelly's Art Of Boxing. A thorough Manual of Spar- 
ring and Self- Defence, illustrated with Forty Engravings, showing the 
various Blows, Stops and Guards ; by Ned Donnelly, Professor of Boxing 
to the London Athletic Club, etc., etc. This work explains in detail 
every movement of attack and defence in the clearest language, and in 
accordance with the mist approved and modern methods; the engrav- 
ings are very distinctly drawn, and show each position and motion as 
plainly as the personal instruction of a professor could convey it. It 
teaches all the feints and dodges practised by experienced boxers, and 
gives advice to those who desire to perfect themselves in the Manly Art. 
Including the London Prize Ring Rules, and revised Marquis of Queens- 
bury's Rules. 127 pages 25 cts. 

The Art of Attack and Defence. A Manual of Fencing, Sword 
Exercise, Bayonet Practice and Boxing, affording instructions in the 
modern method of Fencing, the mode of attack with sword against sword 
or bayonet, and with bayonet against sword or bayonet. By Major W. J. 
Elliott. Profusely illustrated 25 cts. 

Boxing Made Easy; or, The Complete Manual of Self-De- 
fense. Clearly explained and Illustrated in a Series of Easy Lessons, with 
gome important Hints to Wrestlers ..15 cts. 



RECITATIONS AND DIALOGUES. 

Dick's Teries of Recitations and Readings. Nos. 1 to 16. 

Dick's Dutch, French and Yankee Recitations. 

Dick's Irish Recitations. 

Dick's Comic and Dialect Recitations. 

Dick's Diverting Dialogues. 

Dick's Dialogues and Monologues. 

Dick's Comic Dialogues. 

McBride's Funny Dialogues. 

McBride's Comic Dialogues. 

McBride's All Kinds of Dialogues. 

McBride's New Dialogues. 

McBride's Humorous Dialogues. 

McBride's Temperance Dialogues. 

McBride's Comic Speeches and Recitations. 

Frost's Dialogues for Young Folks. 

Frost's Humorous and Exhibition Dialogues. 

Frost's New Dialogues. ~ 

Kavanaugh's Comic Pieces for Very Little Children. 

Kavanaugh's Humorous Dramas. 

Kavanaugh's Juvenile Speaker, for Very Little Children. 

Kavanaugh's Exhibition Reciter, for Very Little Children. 

Kavanaugh's New Speeches and Dialogues. 

Holmes' Very Little Dialogues for Very Little Folks. 

Graham's School Dialogues for Young People. 

Steele's Exhibition Dialogues. 

Martine's Droll Dialogues and Laughable Recitations. 

Beecher's Recitations and Readings. 

Howard's Recitations ; . Comic, Serious and Pathetic 

Wilson's Recitations for School Declamation. 

Spencer's Comic Speeches and Recitations. 

Barton's Comic Recitations and Dialogues. 

The price of each of the above books in paper covers is 30 
cents ; or bound in boards, with cloth back, 50 cents ; sent by 
mail, postage paid, to any address on receipt of the price. 

Send for catalogue, mailed free, giving full contents of each 
book, and the number and ses of the characters required fo* 
the dialogues. 



MODEL SPEECHES AND SKELETON ESSAYS. 
Ogden's Model Speeches for all School Occasions. Con- 

. taiuing Original Addresses and Orations on everything appertaining to 
School Life: comprising Set Speeches on all occasions connened with 
Schools. Academies and Colleges, for School officers, as well as for 
Teachers and Students of both sexes, with appropriate replies. By 
Chnstol Ogden. 

This original work contains over one-hundred telling speeches and 
replies in well-chosen words, and every variety of style, for 



All Kin* it of School ( rremcnials. 
Speeches on Owning and Dedicating 

Sew Schools and Academies. 
Salutatory and Valedictory Addresses. 
Pre*eutati<ms and Conferring E 



Burlesque Speeches. 
A d ressa to T'achers. 
Poiocves end Epilogues for School 
Exhibitions 

Anniversary Crmgraiul at ions. 



Including practical hints on Extempore speaking with a dissertation on 
the selection of appropriate t< pics, suitable style, ami effective delivery, 
and also valuable advice to those who lack confidence when addressing 

the Public . Paper 50 cts. 

Bound in boards , 75 cts. 

Ogden's Skeleton Essays; or Authorship in Outline. Con- 
sisting of Condensed Treatises on popular subjects, with references to 
sources of inforn^ation. and directions how to enlarge them into Essays, 
or expand them into Lectures. Fully elucidated by example as well" as 
precept. By Christol Ogden. 

In this work is a thorough analysis of some SEVENTY prominent and 
popular subjects, with extended specimens of the method of enlarging 
them into Essays and Lectures. 

The following interesting topics are separately and ably argued on both 
sides of the question, thus presenting also well digested matter for 
Debate, being on subjects of absorbing interest everywhere :— 

Bi-Met ilism. The Credit System. 

vice Reform. Free Trade and Protection. 

Prohibitum. Capital Punishment. 

Js Marriage a Failure? ShaJl More or Less be Taught in 

City and t ountry. Public Schools. 

AUthe remaining subjects are equally thoroughly discussed, and forma 
valuable aid to the student in preparing compositions, essays, etc. 

Paper 50 cts. 

Bound in boards 75 cts. 

Dick's Book of Toasts, Speeches and Responses. Con- 

tainine Toasts and Sentiments for Public and Social Occasions, and speci- 
men Speeches with appropriate replies suitable for the following occasions: 



Frievd'y Meetings. 
Weddings and their Anniversaries. 
Army and Navy Panqurts. 
Patriotic and Political Occasions. 
Trades' Unions and Dinners. 



Public Dinners. 

Social ' inner s. 

Conviri 1 Gatherings. 

Art and Professional Banquets. 

Agricultural and Commercial Festivals. I 

Sperial Toasts for Ladies. Benedicts' and Bachelors' Banquets. 

Christmas, Thanksgiving and other Masonic Celebrations. 
Festi I All Kinds of Occasions. 

This work includes an instructive dissertation on the Art of making amusing 
After-dinner Speeches, giving hints and directions by the aid of which 
persons with only ordinary intelligence can make an entertaining and 
telling speech. Also, Correct Rules and Advice for Presiding at Table. 

Tlie use of this work will render a poor and diffident speaker fluent and 
witty — and a good speaker better and wittier besides affording an im- 
mense fund of anecdotes, wit and wisdom, and other serviceable matter 

to draw upon at will. Paper 30 ct&. 

Bound in boards 50 cts. 



DEBATES AND READY MADE SPEECHES. 



Barber's American Book of Beady-Made Speeches. Con- 
taining 159 original examples of Humorous and Serious Speeches, suitable 
for every possible occasion where a speech may be called for, together 
with appropriate replies to each . Including : 



Presentation Speeches, 

Convivial Speeches. 

Festival Speeches. 

Addresses of Congratulation. 

Addresses of Welcome. 

Addresses of Compliment. 

Political Speeches. 

Dinner and Supper Speeches for Clubs. 



Off-Hand Speeches on a Variety of 

Subjects. 
Miscellaneous Speeches. 
Toasts and Sentiments for Public and 

Private Entertainments. 
Preambles and Resolutions of Con- 
gratulation, Compliment and Con- 
dolence. 

With this book any person may prepare himself to make a neat little speech, 

or reply to one when called upon to do so. They are all short, appropriate 

| and witty, and even ready speakers may profit by them. Paper. .50 cts. 

Bound in boards, cloth backs....". 75 cts. 

How to Conduct a Debate. A Series of Complete Debates, 
Outlines of Debates and Questions for Discussion. In the complete de- 
bates, the questions for discussion are defined, the debate formally opened, 
_an array of brilliant arguments adduced on either bide, and the debate 
closed according to parliamentary usages. The second part consists of 
questions for debate, with heads of arguments, for and against, given in 
a condensed form, for the speakers to enlarge upon to suit their own 
fancy. In addition to these is a large collection of debatable questions. 
The authorities to be referred to for information are given at the close 
of every debate throughout the work. By F. Rowton. 232 pages. 

Paper covers 50 cts. 

Bound in boards, cloth back 75 cts. 

The Debater, Chairman's Assistant, and Bules of Order. 

A manual for Instruction and Reference in all matters pertaining to the 
Management of Public Meetings according to Parliamentary usages. It 
gives all necessary details connected with the following topics : — 

Rules of Order, and Order of Business, 



How to Form and Conduct all kinds of 
Associations and Clubs: 

How to Organize and arrange Public 
Meetings, Celebrations, Dinners, Pic- 
nics and Conventions ; 

Forms for Constitutions of Lyceums or 
Institutes, Literary and other Socie- 
ties ; 

The Powers and Duties of Officers, with 
Forms for Treasurers', Secretaries' , 
and other regular or occasional 
Official Reports ; 

The Formation and Duties of Commit- 
tees ; 



with Mode of Procedure in all cases. 
A Iso the Rules of Order in Tabular 
Form for instant reference, in all 
Cases of Doubt that may arise, enab- 
ling a Chairman to decide on all 
points at a glance ; 

How to draft Resolutions, Reports and 
Petitions on various subjects and for 
various occasions, with numerous 
model examples; 

A Model Debate, introducing the greatest 
possible variety of points of order, with 
correct Decisions by the Chairman ; 



This work includes all Decisions and Rulings up to the present day. 

Paper covers ...30 cts. 

Bound in Boards, cloth back , 50 cts. 

How to Learn the Sense of 3,000 French Words in one 

Hour. It is a fact that there are at least three thousand words in the 
French language, forming a large proportion of those used in ordinary 
conversation, which are spelled the same as in English 25 ets. 

500 French Phrases, with their English Translations. 

The phrases here given are all selected for their general usefulness for 
occasional quotation •■ 10 cts. 



COMPOSITION AND LANGUAGES. 



Live and Learn; or, One Thousand Mistakes of Daily 

Occurrence in Speaking-, Writing and Pronunciation, Corrected and 
Explained, There are hundreds of persons who are sensible of their 
deficiencies on many points connected with the Grammar of their own 
tongue, and who, by self-tuition, may correct such deficiencies. 
It Corrects and Explains 1,000 Mis- 
takes of Daily Occurrence in Speak 
ing, Writing and Pronunciation 



It Explains the many Perplexing 
points that occasion difficulty to the 
student. 

It explains most of the Latin and 
French words and phrases of fre- 
quent occurrence in newspapers. 

It shows how to punctuate and para- 
graph correctly . 



It shows all the current improprieties 
of expreszion and gives rules for 
their correction. 

It gives clear rules for the use of Capi- 
tals and Italics. 

It gives plain, general rules for spell- 
ing. 

It gives detailed instructions for writ- 
ing for the Press in the various de- 
partments of newspaper and general 
literature. 



213 pages, paper 30 cts. 

Bound in boards 50 cts. 

Walker's Rhyming, Spelling and Pronouncing Dictionary 

Of the English Language. To which is added critical and practical 
Observations on Orthography, Syllabication, Pronunciation, an Index 
of Allowable Rhymes, with Authorities for their usage, etc. 
Royal 12mo, 700 pages $3.00 

How to Write a Composition. The use of this book will 

save the student the many hours of labor too often wasted in trying to 
write a plain composition. It affords a perfect skeleton of one hundred 
and seventeen differen + subjects, with their divisions clearly defined, and 
each heading filled in with the ideas which the subject suggests ; so that 
all the writer has to do, in order to produce a good composition is to en- 
large on them to suit his taste. 178 pages, paper 30 cts. 

Bound in boards 50 cts. 

The Poet's Companion. A Dictionary of all Allowable 
Rhymes in the English Language. This gives the Perfect, the Imperfect 
and Allowable Rhymes, and will enable you to ascertain to a certainty 
whether any word can be mated. It is invaluable to any one who desires 
to court the Muses, and is used by some of the best writers 25 cts. 

Mind Your Stops. Punctuation made plain, and Composition 
simplified for Readers, Writers and talkers . .12 cts. 

Thimm's French Self-Taught- A new system on the most 

simple principles, for universal Self-Tuition, with English pronunciation 
of every word. By this system the acquirement of the French Language 
is rendered less laborious and more thorough than by any of the old 
methods. By Franz Thimm 25 cts. 

Thimm's German Self-Taught. Uniform with •< French Self- 
Taught, " and arranged in accordance with the same principles of thor- 
oughness and simplicity. By Franz Thimm 25 cts. 

Thimm's Spanish Self-Taught. A book of self -instruction 

in the Spanish Language, arranged according to the same method as the 
"French " and " German," by the same author, and uniform with them 
in size. By Franz Thimm .25 cts. 

Thimm's Italian Self-Taught. Uniform in style and size 
with the three foregoing books. By Franz Thimm 25 cts. 



LETTER WRITERS. 



Martine's Sensible Letter-Writer. Being a comprehensive 

and complete Guide and Assistant for those who desire to carry on Episto- 
lary Correspondence ; containing a large collection of model letters on 
the simplest matters of life, adapted to all ages, conditions and occasions, 



EMBRACING, 



Business Letters; 

Applications for Employment, with 
Letters of Recommendation and 
Answers to Advertisements ; 

Letters between Parents and Children; 

Letters of Friendly Counsel ; 

Letters soliciting Advice, Assistance 
and Friendly Favors ; 



Letters of Courtesy, Friendship and 
Affection ; 

Letters of Condolence and Sympathy ; 

A Choice Collection of Love Letters, 
for Every Situation in a Courtship ; 

Notes of Ceremony, Familiar Invita- 
tions, etc., together with Notes of 
Acceptance and Regret. 



The whole containing 300 Sensible Letters and Notes. This is an invalua- 
ble book for those persons who have not had sufficient practice to enable 
them to write letters without great effort. It contains such a variety of 
letters that models may be found to suit every subject. 

207 pages, bound in boards, cloth back 50 cts. 

Bound in cloth, cloth back 75 cts. 

Frost's Original Letter- Writer. A complete collection of Orig- 
inal Letters and Notes upon every imaginable subject of Every-Day Life, 
with plain directions about everything connected with writing a letter. 
By S. A. Frost. To which is added a comprehensive Table of Synonyms, 
alone worth double the price asked for the book. We assure our readers 
that it is the best collection of letters ever published in this country ; 
they are written in plain and natural language, and elegant in style with- 
out being high-flown. Bound in boards, cloth back 50 cts. 

Horth's Book Of Love-Letters. With directions how to write 
and when to use them, and 1120 Specimen Letters, suitable for Lovers of 
any age and condition, and under all circumstances, with the author's 
comments thereon. Being a Hand-book of valuable information and 
counsel for the use of those who need friendly guidance and advice in 
matters of Love, Courtship and Marriage. By Ingoldsby North. 

Boards 50 eta. 

Bound in cloth 75 cts. 

Worcester's Letter- Writer and Book of Business Forms for 

Ladies and Gentlemen- Containing Accurate Directions for Conducting 
Epistolary Correspondence, with 270 Specimen Letters, adapted to every 
Age and Situation in Life, and to Business Pursuits in General; with an 
Appendix comprising Forms for Wills, Petitions, Bills, Receipts, Drafts, 
Bills of Exchange, Promissory Notes, Executors' and Administrators' 
Accounts, etc., etc. The Orthography of the entire work is based on 
Worcester's method, which is coming more and more into general use. 
This work is divided into two parts, the portion for Ladies being, kept dis- 
tinct from the rest of the book, in order to provide better facilities for 
ready reference. 216 pages, boards, cloth back 50 cts. 

Frost's Twenty-Five Cent Letter- Writer. Containing 

Three Hundred Letters and appropriate Replies upon every subject of 
daily life, including plain Directions on all the details which constitute 
a well-written Letter. It would be difficult to find any want or occasion 
in life which requires correspondence that is not fairly supplied by some 
letter or letters in this comprehensive collection, affording just what is 
needed or an excellent model which can be easily modified to suit the 
most peculiar circumstances. Paper 35 ets. 



LETTER WRITERS. 



Dick's Common Sense Letter Writer. Containing Three 

Hundred and Sixty Sensible Social and Business Letters with appropriate 
Answers on the following subjects : 



Letters of Introduction. 

Soliciting and Granting Favors. 

Accompanying Gifts. 

Acknowledging Gifts and Favors. 

Letters of Congratulation. 

Lettns of Sympathy and Condolence. 

Answers to Advertisements for Help 
Wanted. 

Inquiries about and Recommendations 
of Character and Ability. 

Letters between Employers and Em- 
ployed. 

Accepting *nd Resigning Positions. 



Letters of Apology. 

Letters of Remonstrance and Com- 
plaint. 

Lett-rs of Love and Courtship. 

Letters of Invitation and Acceptance. 

Forms of Cards of Invitation. 

Xotes of Postponement. 

Xotes Offering Escort. 

Letters to Landlords and about Board 
and Apartments. 

Family Letters on Various Subjects. 

Bvsiness Correspondence. 

Letters on Miscellaneous Subjects. 



Including Instructione for the arrangement of the different parts of a 
Letter, the Address, &c. By William B. Dick. The Letters are all 
original, and serve aa eminent models of matter, expression and style, 
in plain but well-chosen language and clearness of diction ; the great 
variety of letters on eaeh subject offers a wide field for choice, and with, 
perhaps, a little modification could be made available for every possible 
contingency. Bound in boards 50 cts. 

Dick's Commercial Letter Writer, and Book of Business 

Forms- Containing entirely original Models of Letters on all business 
subjects, with appropriate replies ; also, several specimens of continuous 
Correspondence, exhibiting by a series of Letters, the commencement, pro- 
gress, and completion of Mercantile Transactions. By William B. Dick. 

This work includes correct forms for Business Notices and Cards, and Part- 
nership Announcements; for Applications for Employment and neatly- 
worded. Answers to Inquiries and Advertisements ; for occasional Circu- 
lars, properly displayed, and for drawing up Business Documents, Notes, 
Checks, Receipts, Mortgages, Assignments, Wills, Power of Attorney, Let- 
ters of Credit, Aocount-Sales, Accounts Current, Invoices, Bills of Lading, 
&c.,and the correct method of adjusting General and Particular Averages. 

It contains, in addition, a Glossary of Technical Terms used in Commerce; a 
rapid and simple method of computing Interest; a Table showing the value 
of Foreign Coins in United States' Currency: and other useful, practical 
and interesting information, in all the details necessary for conducting 
commercial correspondence. 200 pages, boards 50 cts. 

Dick's Letter Writer for Ladies. Consisting of over Five 
Hundred entirely original Letters and Notes, with various replies, on 
every subject and. occasion that a Lady in good society could possibly re- 
quire. They are all new and written expressly for tins work. 

These letters, fcc, are excellent models of ease and elegant style, facility in 
method of expression, and correct form; they furnish, therefore, valuable 
aid to Ladies, who, however otherwise accomplished, are deficient in the 
necessary acquirement of the graceful and properly-worded correspond- 
ence which their social position demands. 268 pages, boards 50 cts. 

Chesterfield's Letter- Writer and Complete Book of Eti- 
quette- Containing the Art of Letter- Writing simplified, a guide to 
friendly, affectionate, polite and busi* 1 ess correspondence, and rules for 
punctuation and spelling, with complete rules of Etiquette and the usages 
of Society. An excellent hand-book for reference. 
Bound in boards » 40 cts. 



CHECKERS OR DRAUGHTS, 



Robertson's Guide to the Game of Draughts. Embracing 

all of the twenty-two well-known Openings, with 3,340 Variations, 
including and correcting all that are given in the leading treatises 
already published, with about 1,200 new and original Variations which 
appear for the first time in this work, forming a thorough and complete 
digest and analysis of the Game with corrections and additions up to the 
present time. The number of moves aggregate nearly 100,000. Match 
play by Yates, Wylie, Barker and others, will be found regularly classified. 
A change has been made in the trunks generally, and throughout the 
whole work there appears much that is fresh and original, instead of the 
usual well-worn book play. Bound in cloth, 8vo, 320 pages $3 .00 

Anderson's Checkers. Containing complete Instructions and 
rules for playing Checkers or Draughts. Illustrated with Diagrams ; 
including all the Standard Games and their Variations, and numerous 
Problems with their Solutions. By Andrew Anderson. In a certain sense, 
this is a reprint of Anderson's Celebrated "Second Edition", revised, 
corrected and enlarged by Robert M'Culloch; that is, his play when 
sound is given intact, and where improvements have been shown they 
have been incorporated, and unsound play eliminated. 
12mo, cloth $1-50 

Spayth's American Draught Player ; or the Theory and 

Practice of the Scientific Game of Checkers. Simplified and 
Illustrated with Practical Diagrams. Containing upwards , of 1,700 
Games and Positions. By Henry Spayth. Sixth edition with over three 
hundred Corrections and Improvements. Containing: The Standard 
Laws of the Game — Full instructions — Draught Board Numbered— Names 
of the Games, and how formed — The "Theory of the Move and its 
Changes" practically explained and illustrated with Diagrams-»-Playing 
Tables for Draught Clubs— New Systems of Numbering the Board— Pre- 
fixing signs to the Variations — List of Draught Treatises and Publications 
chronologically arranged. Bound in cloth, giltside and back $3.00 

Spayth's Game of Draughts. By Henry Spayth. This book 

is designed as a supplement to the author's first work, "The American 
Draught Player" ; but it is complete in itself. It contains lucid instruc- 
tions for beginners, laws of the game, diagrams, the score of 364 games, 
together with 34 novel, instructive and ingenious " critical positions ". 
Cloth, gilt back and side $1-50 

Spayth's Draughts or Checkers for Beginners. This 

treatise was written by Henry Spayth, the celebrated player, and is by far 
the most complete and instructive elementary work on Draughts ever 
published. It is profusely illustrated with diagrams of ingenious strata- 
gems, curious positions and perplexing Problems and contains a great 
variety of interesting and instructive Games, progressively arranged and 
clearly explained with notes, so that the learner may easily comprehend 
them. With the aid of this Manual a beginner may soon become a 
proficient in the game. Cloth, gilt side. .,. 75 cts. 

Scattergood's Game of Draughts, or Checkers Simplified 

and Explained- With practical Diagrams and Illustrations, together 
with a Checker-Board, numbered and printed in red. Containing the 
Eighteen Standard Games, with over 200 of the best variations selected 
from various authors, with some never before published. By D. Scatter- 
good . Bound in cloth, with flexible covers » 50 cts. 



CHESS AND CARD GAMES. 



Mortimer's Chess Players' Pocket-Book. A complete and 

handy Manual of all the known Openings and Gambits, with a thorough 
analysis of each, its variations and defense, the more intricate of which 
are instructively carried out beyond the opening moves. By James 
Mortimer. The special feature of this work is the manner in which the 
notation is arranged in tabular form, by which greater perspicuity is 
gained fox study, and so reduces the bulk that it can easily be carried in 
the pocket for ready reference. This book is emphatically endorsed by 
all the leading Chess Critics . Cloth, p ocket size 50 cts. 

Gossip's Chess-Players' Text Book- It introduces a pre- 

liminary Game, elucidated step by step for the instruction of beginners. 
It gives a full and extended analysis of all the Openings and Gambits in 
general use, with illustrative Games analytically explained, and a num- 
ber of interesting End-Games and Strategic positions calculated to afford 
advanced players a more thorough insight into the intricacies of the 
Game. Boundin Cloth. 156 pages 75 cts. 

Marache's Manual of Chess. Containing a description of the 
Board and Pieces, Chess Notation, Technical Terms, with diagrams 
illustrating them. Laws of the Game, Relative Value of Pieces, Prelimin- 
. ary Games for beginners, Fifty Openings of Games, giving all the latest 
discoveries of Modern Masters, with the best games and copious notes ; 
Twenty Endings of Games, showing easiest way of effecting checkmate ; 
Thirty-six ingenious Diagram Problems, and sixteen curious Chess Strata- 
gems, being one of the best Books for Beginners ever published. By N. 
Maraohe. Bound in cloth, gilt side 50 cts. 

Dick's Hand-Book of Cribbage. Containing full directions 
for playiD gall the Varieties of the Game, and the Laws which govern 
them. This work is e:stibely new, and gives the correct method of play- 
ing the Six-Card, Five-Card, Two-Handed, Three-Handed, and Four-Handed 
Varieties of the Game, with instructive examples, showing clearly all the 
combinations of Hand, Crib, and Play, with a thorough investigation of 
long sequences in play, and the value of Hands. The Laws of the game 
have been carefnlly revised in accordance with the recognized usages of 
the presenttime, and constitute a reliable authority on all points of the 
Game. 18mo., cloth, flexible 50 cts. 

Dick's Hand-Book of Whist. Containing Pole's and Clay's 
Rules for playing the modern scientific game, the Club Rules of "Whist, 
and two interesting Double Dummy Problems. Thisisa thorough treatise 
on the game of Whist, taken from "The American Hoyle " which is the 
standard authority. It covers all the points and intricacies which arise in 
the game ; including the acknowledged code of etiquette observed by the 
players, with Drayson's remarks on Trumps, their use and abuse, and aU 
the modern methods of signalling between partners 25 cts. 

Pole on Whist; The Theory of the Modern Scientific Game 
of Whist. By William Pole, F. R. S. This complete and exhaustive 
Treatise on the Game is in handy form for the pocket, aud affords lucid 
instructions at all stages of the game for partners to play in combination 
for their best interests. 14th Edition , 20 cts. 

The Game of Euchre. Containing the Game tersely described, 
valuable hints and advice to learners, the latest rules, and all necessary 
direction* for playing the Two-Handed, Three-Handed (or Cut-Throat) 
and Four-Handed Games, clearly explained. Vest pocket size. ... 15 cts. 



ALBUM VERSES, ODD-FELLOWSHIP, &C. 

Dick's Original Album Verses and Acrostics. Containing 

a voluminous and varied collection of Original Yerses written expressly 



For A utograph Albums ; 
To Accompany Bouquets; 
For Birthday Anniversaries ; 
For Wooden, Tin, Crystal. Silver and 
Golden Weddings; 



For Album Dedications ; 
To Accompany Fhilopena Forfeits ; 
For Congratulation ; 
For Valentines in General and, all 
Trades and Professions. 



It contains also Two Hundred and Eighteen Original Acrostic Verses, the 
initial letters of each verse forming a different Lady's Christian name, 
the meaning and derivation of the name being appended to each. The 
primary object of this book is to furnish entirely fresh and unhackneyed 
I matter for all who may be called upon to fill and adorn a page in a Lady's 
| Album ; but it contains also new and appropriate verses to suit Birthday, 
Wedding, and all other Anni versaries and Occasions to which verses of Com- 
pliment or Congratulation are applicable. Paper covers 50 cts. 

Bound in full cloth 75 cts. 

Sut LovingOOd. Yarns spun by a "Nat'ral Born Durn'd Fool ", 
Warped and Wove for Public Wear, by George W. Harris. Hlustrated 
with eight fine full page engravings, from designs by Howard. It would be 
difficult, we think, to cram a larger amount of pungent humor into 300 
pages than will be found in this really funny book. The Preface and 
Dedication are models of sly simplicity, and the 24 Sketches which follow 
are among the best specimens of broad burlesque to which the genius of 
the ludicrous, for which the Southwest is so distinguished, has yet given 
birth. 12mo., cloth ....$1.50 

Dick's Mysteries of the Hand; or, Palmistry made Easy. 

Translated, Abridged and Arranged from the French Works of Denbarrolles, 
D'Arpentigny and De Para d'Hermes. The various lines and mounte on 
the palm of the hand, and the typical formation of the hand and fingers 
are all clearly explained and illustrated by diagrams. The meaning to be 
deduced from the greater orless development of these mounts and lines 
(each of which has its own signification), also from the length, thickness 
and shape of the thumb and fingers, and from the mutual bearing they 
exercise on each other, is all distinctly explained. Complete facility for 
instant reference is insured by means of marginal notes by which any 
point of detail may be found and consulted at a glance. By means of 
this book the hitherto occult mystery of Palmistry is made simple and 
easy, and the whole Art may be acquired without difficulty or delay. It 
is emphatically Palmistry in a nutshell, and by its use, character and 
disposition can be discerned and probable future destiny foretold with 
surprising accuracy. Illuminated paper cover 50 cts. 

Lola Montez' Arts of Beauty ; or 9 Secrets of a Lady's 

Toilet. With Hints to Gentlemen on the Art of Fascinating. Lola Montez 
here explains all the Arts employed by the celebrated beauties and ladies 
in Paris and other cities of Europe, for the purpose of preserving their 
beauty and improving and developing their charms. The recipes are all 
clearly given, so that any person can understand them. Paper.. ..25 cts. 

Lander's Revised Work of Odd-Fellowship. Containing all 

the Lectures, complete, with Regulations for Opening, Conducting, and 
Closing a Lodge; together with forms of Initiation, Charges of the 
Various Officers, etc., with the Complete work in the following degrees : 
Initiation ; First, or Pink Degree ; Second, or Royal Blue Degrf e ; Third, 
or Scarlet Degree, By Edwin F. Landek. This hand-book of the Revised 
Work of the Independent Order of Odd-Fellowship has been prepared in 
conformity with the amendments and alterations adopted by the Sover- 
eign Grand Lodge of Canada, September, 1880 , 16mo, paper cover. . .85 cts. 



READY RE CKONERS AND LUMBER MEASURERS. 
Day's American Ready-Reckoner. This Ready- Reckoner 

is composed of Original Tables, which are positively correct, having 
been revised in the most careful maimer. It is a book of 192 pages, and 
embraces more matter than 500 pages of any other Keckoner. It con- 
tains : Tables for Rapid Calculations of Aggregate Values, Wages, Salaries, 
Board, Interest Money, etc.; Tables of Timber and Plank Measurement; 
Tables of Board and Log Measurement, and a great variety of Tables and 
useful calculations which it would be impossible to enumerate in an 
advertisement of this limited space. All the information in this valuable 
book is given in a simple manner, and is made so plain, thattany person 
can use it at once without any previous study or loss of time. 

Boards 50 cts. 

Cloth 75 cts. 

Brisbane's Golden Ready-Reckoner. Calculated in Dollars 

and Cents. Showing at once the amount or value of any number of ar- 
ticles or quantity of goods, or any merchandise, either by gallon, quart, 
pint, ounce, pound, quarter hundred, yard, foot, inch, bushel, etc., in an 
easy and plain manner. Boards 35 cts. 

Dick's Log and Lumber Measurer. A complete. set. of Tables, 

with full instructions for their use, showing at a glance the cubical con- 
tents of logs and the feet of inch-boards tney contain by Doyle's Rule, 
the measurement of timber of all kinds and dimensions, and all other 
necessary information for measuring and estimating the value of lumber 
according to present usages. It includes also useful and practical Tables 
of Wages by the day, week, and month, and valuable statistical matter of 
interest to carpenters, builders, and the lumber trade. All the tables are 
new, reliable, and proved correct. Boards 25 cts. 

Row's Complete Fractional Ready Reckoner. For buying 

and selling any kind of merchandise, giving the fractional parts of a 
pound, yard, etc., from one-quarter to one thousand at any price from 
one-quarter of a cent to five dollars* 36mo, 232 pages. Boards 50 cts. 

Row's National Wages Tables. Showing at a glance the 
amount of wages, from half an hour to sixty hours, at from $1 to $37 per 
week. Also from one quarter of a day to four weeks, at $1 to $37 per 
week. By this book a large pay-roll can be made out in a few minutes, 
thus saving more time in making out one pay-roll than the cost of the 
book. 80 pages, half bound 50 cts. 



The Magicians Own Book; or, The Whole Art of Con- 
juring. A complete hand-book of Parlor Magic, containing over a thou- 
sand Optical, Chemical, Mechanical, Magnetic and Magical Experiments, 
Astonishing Sleights and Subtleties, Celebrated Card Deceptions, Ingenious 
Tricks with Numbers, curious and entertainiug Puzzles, the art of Secret 
Writing, together with all the most noted tricks of modern performers. 
Illustrated with over 500 wood-cuts, 12mo, cloth, gilt ij$1.50 

The American Boy's Manual of Practical Mechanics. 

Prominent among the wide range of subjects embraced in this book are 
Carpentry and Carpenters' Tools; Plain and Ornamental Turning in 
Woods, Metal, etc.; the construction of various model Steam Engines 
and Steamboats ; Boat and Canoe building, Telegraphy, and the various 
batteries employed ; Electrotyping, Dioramas, Sand Clocks, Glass Blow- 
ing and Gilding on Glass ; Mngic Lanterns, and Calcium Lights; Aquaria: 
Telescopes; Balloons, and Fireworks; and other useful and ornamental 

appliances. Profusely illustrated. 169 pages, 8vo, paper 50 cts. 

Bound in cloth , ,.., , $1.00 



HUMOROUS BOOKS. 

Br. Valentine's Comic Lectures; or, Morsels of Mirth for 

the Melancholy. Containing Comic Lectures on Heads, Faces, Noses 
and Mouths ; Comic Lectures on Animal Magnetism ; Burlesque Speci- 
mens of Stump Eloqueuce ; Transactions of Learned Societies ; Comical 
Delineation of Eccentric Characters; Amusing Colloquies and Mono- 
logues. With twelve portraits of Dr. Valentine in character 30 cts. 

Mrs. Partington's Carpet-Bag of Fun. Containing the 

Queer Sayings of Mrs. Partington, and the Funny Doings of her remark- 
able Son Isaac. Also the most amusing collection extant of PlayfulPuns, 
Phunny Poems, Pleasing Prose, Popular Parodies, and Political Pasquin- 
ades, Rhymes Without Keason and Reason Without Rhymes, Anecdotes, 
Conundrums, Anagrams, etc. Illustrated. Paper" 30 cts. 

Yale College Scrapes; or, How the Boys Go it at New 

Haven. This is a book of 114 pages, containing accounts of all the famous 
" Scrapes" and " Sprees " of which students of Old Yale have been guilty 
for the last quarter of a century 25 cts. 

Chips From Uncle Sam's Jack-Knife. Illustrated with over 

100 Comical Engravings, and comprising a collection of over 500 Laugh- 
able Stories, Funny Adventures, Comic Poetry, Queer Conundrums, Ter- 
rific Puns and Sentimental Sentences 25 cts. 

Fox's Ethiopian Comicalities. Containing Strange Sayings, 
Eccentric Doings. Burlesque Speeches, Laughable Drolleries and Funny 
Stories, by the celebrated Ethiopian Comedian Charles Fox. , 10 cts. 

Ned Turner's Circus Joke Book. A collection of the best 

Jokes, Bon Mots, Repartees, Gems of Wit and Funny Sayings and Doings 
of the celebrated Equestrian Clown and Ethiopian Comedian, Ned 
Turner 10 cts. 

Ned Turner's Black Jokes. A collection of Funny Stories, 
Jokes and Conundrums, with Witty Sayings and Humorous Dialogues, as 
given by Ned Turner 10 cts. 

Ned Turner's Clown Joke Book. Containing the best Jokes 
and Gems of Wit, composed and delivered by Ned Turner 10 cts. 

Charley White's Joke Book. Containing a full expose of all 

the most Laughable Jokes, Witticisms, etc., as told by the celebrated 
Ethiopian Comedian, Charles White lO cts. 

Black Wit and Darky Conversations. Containing laugh- 
able Anecdotes, Jokes and Darky Conversations 10 cts. 

Broad Grins of the Laughing Philosopher. This book is 

full of the drollest and queerest incidents imaginable, interspersed with 
jokes, quaint sayings ana funny pictures 13 cts. 

Very, Very Funny. Containing the Cream of the best funny- 
things published in "Puck", "The Detroit Free Press," "Norristown 
Herald," "Peck's Sun," "Texas Sittings," "Arkansaw Traveler," etc. 
No threadbare jokes, but everything fresh and profusely illustrated, 10ct9. 

How to Speak in Public ; or, the Art of Extempore Oratory. 

A valuable manual for those who desire to become ready off-hand 
speakers ; containing clear directions how to arrange ideas logically and 
quickly, including examples of speeches delivered by some of the greatest 
orators. Paper ,,,,,,,,,,,.,,,..,,,,,.,..,,.,.,..,, . ..25 ctr 



HUMOROUS BOOKS. 



Jack Johnson's Jokes for the Jolly. A collection of Funny 

Stories, Droll Incidents, Queer Conceits and Apt Repartees. Illustrating 
the Drolleries of Border Life in the West, Yankee Peculiarities, Dutch 
Blunders. French Sarcasms, Irish Wit and Humor, etc. , with short Ludi- 
crous Narratives . Paper , 25 cts. 

Snipsnaps and Snickerings of Simon Snodgrass. A collec- 
tion of Laughable Irish Stories, Dutch Blunders, Yankee Tricks and 
Dodges, Backwoods Boasting, Humors of Horse-trading, Negro Comical- 
ities, Frenchmen's Queer Mistakes, Scotch Shrewdness, and other phases 
of eccentric character. It is also full of funny engravings 25 cts. 

The Strange and Wonderful Adventures of Bachelor 

Butterfly. Showing how his passion for Natural history completely 
eradicated the tender passion implanted in his breast — also detailing his 
Extraordinary Travels both by sea and land— his Hair-breadth Escapes 
from fire and cold — his being come over by a Widow with nine small 
children — and other Perils of a most extraordinary nature. The whole 
illustrated by about 200 engravings SO cts. 

The Laughable Adventures of Messrs. Brown, Jones, and 

Robinson- Showing where they went , and how they went, what they did 
and how they did it. Here is a book which will make you split your sides 
laughing. It shows the comical adventures of three jolly young green- 
horns, who went travelling, and got into all manner of scrapes and funny 
adventures. Dlustrated with nearly 200 comic engravings 30 cts. 

The Jolly Joker ; or, a Laugh all Round. An Immense Col- 
lection or the Funniest Jokes, Drollest Anecdotes and most Side-Splitting 
Oddities in existence. The illustrations alone are sufficient for a constant 
and long-sustained series of good square laughs for all time. 
12 mo, 144 pages. Paper 25cts. 

The Mishaps and Adventures of Obadiah Oldbuck. This 

humorous and curious book sets forth, with 188 iA-mic drawings, the 
misfortunes which befell Mr. Oldbuck; and also his five unsuccessful 
attempts to commit suicide — his hair-breadth escapes from fire, water 
and famine — his affection for his poor dog, etc. To look over this book 
will make you laugh, and you can't help it 3© cts. 

Uncle Josh's Trunkfttl of Fun. Containing a rich collection of 



Comical Stories, Cruel Sells, 

Side- Splitting Jokes, Humorous Poet- 
ical Drolleries, 

Quaint Parodies, Burlesque Ser- 
mons. 



New Conundrums, Mirth- Provoking 

Speeches. 
Curious Puzzles, Amusing Card 

Tricks, and 
Astonishing Feats of Parlor- Magic. 



This book is illustrated with nearly '200 funny engravings, and contains, 
in 64 large octavo double-column pages, at least three times as much 
reading matter and real fun as any other book of the price 15 cts. 

Draiper's Six Hundred Ways to Make Money. A reliable 

Compendium of valuable Receipts for making articles in constant de- 
mand and of ready sale, carefully selected from privato sources and the 
best established authorities. By Edmund S. Draiper, Professor of Ana- 
lytical Chemistry, etc. This Collection of Receipts is undoubtedly the 
most valuable and comprehensive that has ever been offered to the pub- 
lic in so cheap a form. 144 pages, paper 30 cts. 

The Life, Crime and Capture of John Wilkes Booth- With 

a full Sketch of the Conspiracy of which he was the Leader, and the Pur- 
suit, Trial and Execution of his Accomplices. By George Alfred Town- 
send. Illustrated on the cover with a fine portrait of the Assassin, and 
also containing Plans, Maps, etc 25 eta. 



THEATRICALS, DIALOGUES AND TABLEAUX. 

Weldon's Fancy Costumes. Containing complete instruc- 
tions how to make an immense variety of Historical, National and Fancy 
Dresses ; giving minute details regarding the color and quantity of all the 
materials needed for each Costume, and illustrated with over fifty full, 
page engravings 50 cts. 

Tony Denier's Parlor Tableaux, or Living Pictures. Con- 
taining about eighty popular subjects, with plain directions for arranging 
the stage, dressing-room, lights, full description of costumes, duties of 
stage manager, properties and scenery required, and all the directions for 
getting them up . Among the contents there are nine tableaux for male 
and an equal number for female characters only. Everything is stated in a 
plain, simple manner, so that it will be easily understood ; everything 
like style or unnecessary show has been avoided. Price 25 cts. 

Tony Denier's Secret of Performing Shadow Pantomimes. 

Showing how to get them up and how to act in them ; with full and con- 
cise instructions and numerous illustrations. Also full and complete de- 
scriptions of properties and costumes. Price 25 cts. 

Pollard's Artistic Tableaux. With Picturesque Diagrams 
and descriptions of Costumes. Text by Josephine Pollard ; arrangement 
of Diagrams by Walter Satterlee. This excellent work gives all the nec- 
essary information in relation to the preparation of the stage, the dressing 
and grouping of the characters, and the method of arranging everything 
so as to produce the proper effects. It is furnished with descriptive dia- 
grams by a"n artist who has had large experience in the arrangement of 
tableaux. Paper 30 cts. 

Frost's Book of Tableaux and Shadow Pantomimes. A 

collection of Tableaux Vivants and Shadow Pantomimes, with Stage in- 
structions for Costuming, Grouping, etc. 180 pages, paper eovers.30 cts. 
Bound in Boards, with, cloth back 50 cts. 

Kavanaugh's Humorous Dramas for School Exhibitions 

and Private Theatricals. Original and written expressly for School and 

Parlor performance. Paper 30 cts. 

Boards 50 cts. 

Dick's Diverting Dialogues. They are short, full of telling 
"situations," introducing easy dialect characters, and present the least 
possible difficulties in scenery and costume to render them exceedingly 

attractive. Paper 30 cts. 

Boards 50 cts. 

Dick's Comic Dialogues. Eight of the Dialogues are for 
males only, requiring from two to six characters, the remaining pieces 
are for both sexes. They are all bright, witty, very entertaining and 

full of droll and effective "situations." 184 pages, paper 30 cts. 

Bound in boards 50 cts. 

Dick's Dialogues and Monologues. Containing entirely or- 
iginal Dialogues, Monologues, Farces, -etc., etc., expressly designed for 
parlor performance, full of humor and telling "situations, "and requiring 
the least possible preparation of Costumes and Scenery to make them 

thoroughly effective. 180 pages, paper 30 cts. 

Boards . » 50 cts. 

Dick's Little Dialogues for Little People. Original and 

carefully selected Dialogues specially adapted for performance by young 
and quite young Children in Sunday School and other juvenile entertain- 
ments. Some of the Dialogues are exceedingly witty and effective ; others 
are well suited for more serious occasions, and all of them entirely within 
the capabilities of small children 15 cts. 



THEATRICALS, DIALOGUES AND CHARADES. 

Burton's Amateur Actor. A complete Guide to Private Theat- 
ricals ; giving plain directions for arranging, decorating and lighting the 
Stage ; with rules and suggestions for mounting, rehearsing and perform- 
ing aU kinds of Plays, Parlor Pantomimes and Shadow Pantomimes. 
Illustrated with numerous engravings, and including a selection of orig- 
inal Plays, with Prologues, Epilogues, etc. Paper 30 cts. 

Barmby's Musical Plays for Young People. These Plays 

are iu Burlesque style and entirely in Rhyme ; they are Comical in ex- 
pression. Each Play includes the Vocal Score and Piano accompaniment 
to all Songs, Duets, and Choruses introduced. 201 pages, paper. ..30 cts. 

Howard's Book of Drawing-Room Theatricals. A collec- 
tion of twelve short and amusing plays. Some of the plays are adapted 
for performers of one sex only. 186 pages, paper 30 cts. 

Hudson's Private Theatricals, a collection of fourteen 

humorous plays. Four of these plays are adapted for performance by 
males only, and three are for females. 180 pages, paper 30 cts. 

Frost's Amateur Theatricals. A collection of eight original 

plays; all short, amusing and new. 180 pages, paper SO cts. 

Parlor Theatricals; or, Winter Evenings' Entertainment. 

Containing Acting Proverbs, Dramatic Charades, Drawing-Room Panto- 
mimes, a Musical Burlesque and an amusing Farce. Paper 30 cts. 

Frost's Dramatic Proverbs and Charades. Containing 

eleven Proverbs and fifteen Charades, some for Dramatic Performance, 
and others arranged for Tableaux Vivants. 176 pages, paper 30 cts. 

Frost's Parlor Acting Charades. These twelve excellent and 
original Charades are arranged as short parlor Comedies and Farces, full 
of brilliant repartee and amusing situations. 182 pages, paper 30 cts. 

Nugent's Burlesque and Musical Acting Charades. Con- 
taining ten Charades, all in different styles, two of which are easy and 
effective Comic Parlor Operas, with Music and Piano-forte Accompani- 
ments. 176 pages, paper 30 cts. 

McBride's Temperance Dialogues. Introducing Yankee, 

Dutch, Irish, Negro, and other dialect characters. 183 pages, paper.30 cts. 

McBride's Humorous Dialogues. New Dialogues full of 

humor and witty repartee ; some of them introducing Dish, Dutch. Yan- 
kee and other dialect characters. 192 pages, paper 30 cts. 

McBride's Comic Dialogues. Twenty-three Original Humor- 
ous Dialogues, introducing a variety of comic Yankee characters, and 
other eccentricities. 180 pages, paper 30 cts. 

McBride's New Dialogues. Containing Original Dialogues, 
introducing Irish, Yankee, and other eccentric characters. 
16mo, 178 pages, paper 30 cts. 

McBride's Funny Dialogues. New and Original Dialogues, 
introducing Yankee, Irish, Dutch, and other eccentric characters. .30 cts. 

# *,Any of the above may be had bound in boards. Price 50 cents. 
*WE WILL SEND A CATALOGUE free to any address, containing a 

list of all the Dialogues and Plays in each of the above books, together with the 

number of males and females required to perform them. 



POPULAR HAND-BOOKS. 



Dick's Home Made Candies ; or, How to Make Candy in 

the Kitchen* Containing complete Directions for making all the newest 
and most delicious Cream Confections, with boiled syrup, or by the 
French method without boiling : also the best receipts for all the favor- 
ite Candies, Bon-bons, Glaces, Caramels, Taffy, etc., with perfectly 
harmless flavorings and colorings, including all the information for 
syrup-boiling, clarifying, and the use of utensils, necessary to insure the 
most successful results » 25 cts. 

Confectioner's Hand-Book. Giving plain and practical direc- 
tions for making Confectionery. Containing upward of three hundred 
Recipes, consisting of directions for making all sorts of Candies, Jellies, 
Comfits, Preserves, Sugar Boiling, Iced Liquors, Waters, Gum, Paste and 
Candy Ornaments, Syrups, Marmalades, Essences, Fruit, Pastes, Ice 
Creams, Icings, Meringues, Chocolates, etc,, etc. A complete Hand-Book 
of the Confectioner's Art. Price 25 cts. 

The Amateur Trapper and Trap-Maker's Guide- A com- 
plete and carefully prepared treatise on the art of Trapping, Snaring and 
Netting. This comprehensive work is embellished with fifty engraved 
illustrations ; and these, together with the clear explanations which ac- 
company them, will enable anybody of moderate comprehension to make 
and set any of the traps described. It also gives the baits usually em- 
ployed by the most successful Hunters and Trappers, and exposes their 
secret methods of attracting and catching animals, birds, etc., with 

scarcely a possibility of failure. Large 16mo, paper 50 els. 

Boards 75 cts. 

Rarey & Knowlson's Complete Horse Tamer and Farrier. 

A New and Improved Edition, containing: Mr. Rarey's Whole Secret of 
Subduing and Breaking Vicious Horses; His improved plan of Managing 
Young Colts, and Breaking them to the Saddle, to Harness and the Sulky; 
Rules for Selecting a Good. Horse, and for Feeding Horses. Also the Com- 
plete Farrier or Horse Doctor; being the result of fifty years' extensive 
practice of the author, John C. Knowlson. during his life an English Far- 
rier of high popularity ; containing the latest discoveries in the cure of 
Spavin. Illustrated with descriptive engravings. Boards, cloth . . 50 cts. 

Holberton's Art of Angling ; or, How and Where to Catch 

Fish. A practical Hand-Book for learners in everything that pertains to 
the art of fishing with Rod and Reel. By Wakeman Holberton, Fully 
illustrated. It describes the special methods and appliances requisite to 
catch each variety of the finny tribe, and the most favorable localities to 
find them ; with practical hints on camping out, necessary outfit, and the 
best choice of apparatus and baits, etc, Cloth, flexible 50 cts. 

The Amateur Printer ; or, Type-Setting at Home. A thor- 
ough and complete instructor for the amateur in all the details of the 
Printer's Art, giving practical information in regard to type, ink, paper 
and all the implements requisite, with illustrated directions for using 
ihem in a proper manner. Paper 25 cts. 

The Painter's Hand-Book- A thorough Guide to all that 

pertains to internal and external plain and tasteful House-painting. It 
explains the nature of the pigments or materials in general use, the best 
methods for their preparation and appliance, and the art of mixing colors 
to produce any desired tint or shade; with valuable receipts, hints and 
information to amateurs and experts , , 25 cts. 



BANJO AND BALL-ROOM GUIDES. 



Dick's Quadrille Call-Book and Ball- Room Prompter. 

Containing clear directions how to call out the figures of every dance, with 
the quantity of music necessary for each figure, and simple explanations 
of all the figures which occur in Plain and Fancy Quadrilles. This book 
gives plain and comprehensive instructions how to dance all the new and 
popular dances, fully describing 



The Opening March or Polonaise, 
VariouM Plain and Fancy Quadrilles, 
Walts and Glide Quadrilles, 
Plain Lancers and Caledonians, 
Glide Lancers and Caledonians, 
Saratoga Lancers, 
The Parisian Varieties, 
Tht Prince Imperial Set, 
Social and Basket Quadrilles, 
Wine-Pin and Star Quadrilles, 
Gavotte and Minuet Quadrilles, 



March and Cheat Quadrilles, 

Favorite Jigs and Contra- Dances, 

Polka and Polka Redowa, 

Redowa and Redowa Waltz, 

Polka Mazourka and Old Style Waltz, 

Modern Plain Waltz and Glide, 

Boston Dip and Hop Waltz, 

Five-Step Waltz and Schottische, 

Varsovienne and Zulma L'Orientale, 

Galop and Deux Temps, 

Esmeralda, Sicilienne, Danish Dance, 



AND OVER ONE HUNDRED FIGURES FOR THE "GERMAN"; 

To which is added a Sensible Guide to Etiquette and proper Deportment in 
the Ball and Assembly Room, besides seventy pages of dance music for 

the piano . Paper 50 cts. 

Bound in boards 75 cts. 

Hillgrove's Ball-Room Guide and Complete Dancing- 

Kaster. Containing a plain treatise on Etiquette and Deportment at Balls 
and Parties, with valuable hints on Dress and the Toilet, together with 



Full Explanations of the Rudiments, 
Terms, Figures and Steps used in 
Dancing, 

Including C'ear and Precise Instruc- 
tions Uow to dance all kinds of Quad- 
rilles, Waltzes, Polkas, Redo mas, 



Reels, Round, Plain and Fancy 
Dances, so that any person may 
learn them ivithout the aid of a 
Teacher, 
To which is added easy directions how 
to call out the Figures which belong 



to every dance, and the amount of music required for each. Dlustrated 
with 176 descriptive engravings. By T. Hillgrove, Professor of Dancing. 

Bound in cloth, with gilt side and back g;l .00 

Bound in boards 75 cts. 

Frank Converse's Complete Banjo Instructor Without a 

Master. Containinga choice collection of Banjo Solos and Hornpipes, Walk 
Arounds, Reels and Jigs, Songs and Banjo Stories, progressively arranged 
and plainly explained, enabling the learner to become a proficient banjoist 
without the aid of a teacher. The necessary explanations accompany each 
tune, and are placed under the notes on each page, j>lainly showing the 
string required, the finger to be used for stopping it, the manner of strik- 
ing, and the number of times it must be sounded. The Instructor is 
illustrated with diagrams and explanatory symbols. Boards 50 cts. 

The Banjo, and HOW to Play it. Containing, in addition to 
the elementary studies, a choice collection of Polkas, Waltzes, Solos, Schot- 
ti-;che8, Songs, Hornpipes, Jigs, Reels, etc., with full explanations of both 
the "Banjo" and "Guitar" styles of execution, and designed to impart a 
complete knowledge of the art of playing the Banjo practically, withoutthe 
aid of a teacher. This work is arranged on the progressive system, show- 
ing the learner how to play the first few notes of a tune, then the next 
notes, and so on, a small portion at a time, until he has mastered the 
entire piece, every detail being as clearly and thoroughly explained as if he 
had a teacher at his elbow all the time. By Frank B. Converse, author of 
the " Banjo without a Master." 16mo, bound in boards, cloth back. 50 cts. 



6YMNASTICS, CALISTHENICS AND TRAININGS 

Alexander's Calisthenics and Musical Drill for Little Chil- 
dren- Containing Fifty-nine Exercises, with numerous variations, in- 
troducing simple Calisthenics and Swimming Motions, Ring, Skipping 
and Marching Exercises, profusely illustrated, with Piano Music for every 
movement. A complete work on Recreative Calisthenics for young chil- 
dren and Primary School Classes. By A. Alexander, Professor of Calis- 
thenics and Gymnastics. Paper 25 ct8 . 

Cruden's Calisthenic Training and Musical Drill. A Sys- 
tem of Physical Exercises as an aid to Teachers in Class Training. By 
George Ciuden, A. M. 

This work contains complete instructions in Military Marching, Dumb- 
Bell, and Indian Club Exercises; including Musical Drill in Free Gymnas- 
tics, Dumb-Bell and Bar-Bell Exercises and Hoop Drill, with explanatory 
illustrations and Piano Music for every movement. Boards ...... 50 cts. 

Maclaren's Training in Theory and Practice. A Hand. 

book of Training for all athletic exercises in accordance with the ac- 
i cepted modern theories and methods. It shows conclusively the errors 
and risks of the old styles of Training, and gives the most thorough ways 
of developing in the highest degree the muscular vigor, full respiration, 
and physical endurance which is indispensable to success in all athletic 
exercises and competitive exhibitions of strength, speed and skill. By 
Archibald Maclaren, Professor of Gymnastics of the Oxford University 
Gymnasium, England. Paper 50 cts. 

Dick's Art Of Gymnastics. Containing practical and pro- 
gressive exercises applicable to all the principal apparatus of a well- 
appointed Gymnasium. Profusely illustrated. This work conveys plain 
and thorough instruction in the exercises and evolutions taught by the 
leading Professors of Gymnastics, so that proficiency may be attained, 
even without the aid of a Teacher. It also offers to Teachers a ready- 
arranged systematic course for their guidance. Cloth $ 1 .00. 

Dick's Dumb-Bell and Indian Club Exercises. Containing 

practical and progressive instructions in the use of Dumb-Bells, Bar- 
Bells and Indian Clubs. Illustrated with ( its showing every position 
and motion of the body and limbs. Paper 25 cts. 

The Laws of Athletics. How to Preserve and Improve 
Health, Strength and Beauty; and to Correct Personal Defects caused by 
Want of Physical Exercise. How to Train for Walking, Running, Row- 
ing, etc, with the Systems of the Champion Athletes of the World. In- 
cluding the Latest Laws of all Athletic Games and How to Play Them. 
By William Wood, Professor of Gymnastics. Paper 25 cts. 

Athletic Sports for Boys. Containing complete instructions 
in the manly accomplishments of Skating, Swimming, Rowing. Sailing, 
Horsemanship, Biding, Driving, Angling, Fencing and Broadsword. 
Illustrated with 194= wood-cuts. Boards 75 cts. 

The Play-Ground ; or, Out-Door Games for Boys. A Book 

of Healthy Recreations for Youth, containing over a hundred Anrase- 
ments. including Games of Activity and Speed, Games with Toys, Mar- 
bles, Tops, Hoops, Kites, Archery, Balls; with Cricket, Croquet and 
Base-Ball . Splendidly illustrated with 124 fine wood-cuts . 
Boards «•..,...««, 50 cts. 



PHONOGRAPHY AND BOOK-KEEPINa. 

Pitman's Phonographic Teacher. A Practical Guide to 

Phonography or Phonetic Short-Hand. By Isaac Pitman. New edition 
revised and improved. This is acknowledged to be the best and most 
practical system of Short-Hand, and this work is the only original, 
thorough and reliable one of that system, which presents the fewest 
difficulties and the widest resources, entirely dispensing with the aid of a 
Teacher: and, although every system involves patience, perseverance and 
steady practice, Pitman s method ensures a more speedy acquisition of 
fluency and rapidity than any other 15 cts. 

Key to the Phonographic Teacher. An efficient aid to the 

learner in practicing and applying Pitman's Method of Short-hand, with 
exercises and explanations 15 cts. 

Pitman's Mannal of Phonography. Containing a complete 

exposition of the system of Phonetic Short-hand, with numerous short- 
hand examples interspersed with the text, and exercises in reading. This 
Manual of Isaac Pitman's System, which is now being introduced as the 
Text-Book of Phonography iu our educational institutions, has been re- 
vised and corrected, year after year, by its inventor, and is now presented 
in its latest and fullest perfection. Its pre-eminence is endorsed by the 
fact that its sales have already reached 650,000. 
Convenient pocket size 35 cts. 

Key to the Exercises in Pitman's Manual. A great help 

for students 15 cts. 

Pitman's Phonographic Reporter; or, Reporter's Com- 
panion- An adaptation of Pitman's System to verbatim reporting. By 
Isaac Pitman. By the introduction of easily-acquired Phraseograms, 
Logograms, and other simple devices, time and labor are saved to such an 
extent that Keporters are enabled to keep pace with the most fluent 
speakers, and render accurate and verbatim reports, without elisions or 
condensation. This is the latest and crowning addition to the Phono- 
graphic art, and brings it up to the greatest practical perfection. Latest 
Edition, bound in boards 50 cts. 

The Young Reporter; or, how to Write Shorthand. In- 
tended to afford thorough instructions to those who have not the assist- 
ance of an Oral Teacher. By the aid of this work, and the explanatory 
examples which are given as exercises, any person of ordinary intelligence 
may learn to write Shorthand, and report Speeches and Sermons in a 
short time. Boards *. 50 cts. 

Odell's System of Short-Hand. (Taylor Improved.) By which 
the method of taking down sermons, lectures, trials, speeches, etc., may be 
easily acquired, without the aid of a master. By this plan the difficulties 
of mastering this useful art are very much lessened, and the time re- 
quired to attain proficiency reduced to the least possible limits. ..25 cts. 

Day's Book-Keeping Without a Master. Containing the 

Rudiments of Book-keeping in Single and Double Entry, together with the 
proper Forms and Rules for opening and keeping condensed and general 
Book Accounts. This work is printed in a beautiful script type, and com- 
bines the advantages of a handsome style of writing with its very simple 
and easily understood lessons in Book-keeping. The several pages have 
explanations at the bottom, in small type, to assist the learner. As a pat- 
tern for opening book accounts it is especially valuable— particularly for 
L those who are not well posted in the art ■ . -. , 50 cts. 



FREEMASONRY. 



Allyn's Ritual of Freemasonry. Containing a complete Key 
to the following Degrees : Degree of Entered Apprentice ; Degree of Fel- 
low Craft; Degree of Master Mason; Degree of Mark Muster; Degree of 
Past Master ; Degree of Excellent Master ; Degree of Royal .Arch ; Royal 
Arch Chapter ; Degree of Royal Master ; Degree of Select Master ; Degree 
of Super-Excellent Master; Degree of Ark and Dove ; Degree of Kuights 
of Constantinople; Degree of Secret Monitor ; Degree of Heroine of Jeri- 
cho; Degree of Knights of Three Kings; Mediterranean Pass; Order of 
Knights of the Red Cross; Order of Knights Templar and Knights of 
Malta; Knights of the Christian Mark, and Guards of the Conclave; 
Knights of the Holy Sepulchre ; The Holy and Thrice Illustrious Order of 
the Cross; Secret Master; Perfect Master; Intimate Secretary; Provost 
and Judge; Intendant of the Buildings, or Master in Israel; Elected 
Knights of Nine; Elected Grand Master ; Sublime Knights Elected ; 
Grand Master Architect; Knights of the Ninth Arch; Grand Elect Per- 
fect and Sublime Mason. Illustrated with 38 copper-plate engravings ; to 
which is added, a Key to the Phi Beta Kappa, Orange, and Odd Fellows So- 
cieties. By Avery Allyn, K. R C. K. T. K. M., etc. 12mo, cloth. .$5.00 

Lester's "Look to the East." (Webb Work.) A Ritual of 

the First Three Degrees of Masonry. Containing the complete work of the 
Entered Apprentice, Fellow Craft, and Master Mason's Degrees, and their 
Ceremonies, Lectures, etc. Edited by Ralph P. Lester. This complete 
and beautiful Pocket Manual of the First Three Degrees of Masonry is 
printed in clear, legible type, and not obscured by any attempts at cypher 
or other perplexing contractions. It gives the correct routine of 



Opening and Closing the Lodge in 

each Degree. 
Calling off and Calling On. 
Calling the Lodge Up and Down. 



The Entire Ceremonies of Initiating 
Passing and Raising Candidates. 

The Lectures all Ritually and Moni- 
torially Complete. 



Bound in cloth §2.00 

Leather tucks (pocket-book style) gilt edges 2.50 

Duncan's Masonic Bitual and Monitor ; or, Guide to the 

Three Symbolic Degrees of the Ancient York Rite, Entered Apprentice, Fellow 
Craft and Master Mason . An d to the Degrees of Mark Master, Past Master, 
Most excellent Master, and the Royal Arch. By Malcolm C. Duncan. Ex- 
plained and Interpreted by copious Notes and numerous Engravings. 
This is a valuable book for the Fraternity, containing, as it does, the 
Modern " Work " of the order. No Mason should be without it. 

Bound in cloth §2.50 

Leather tucks (pocket-book style) with gilt edges 3.00 

Duncan's Eituale der Freimaurerel A Guide, in the German 

language, to the Three Symbolic Degrees of the Ancient York Rite. 
Dieses Werk ist geschrieben, um den jungern Mitglieder des Ordens einen 
Leitfaden an die Hand zu geben, und gibteine genaue Beschreibung aller 
in der Arbeit gebrauchlichen Ceremonien, Zeichen, Worte, Griffe, u.s.w. 
Leather tucks (pocket-book style), gilt edges §2.00 

Kicbardson's Monitor of Freemasonry. A complete Guide 

to the various Ceremonies and Routine in Freemasons' Lodges. Chapters, 
Encampments, Hierarchies, etc., in all the Degrees, whether Modern, An- 
cient, Ineffable, Philosophical or Historical. Containing, also, the Lec- 
tures, Addresses, Charges, Signs, Tokens, Grips, Passwords, Regalias and 
Jewels in each Degree. Profusely illustrated with Explanatory Engrav- 
ings, Plans of the interior of Lodges, etc. Paper covers 75 cts. 

Bound in gilt §1 .25 

Bound in leather tucks (pocket-book style) #2.00 



BOOKS ON CARDS AND OTHER GAMES, 
The American Hoyle; or, Gentleman's Hand-Book of 

Games. By ••Trumps'*. This work has long since been accorded the 
position of an exclusive authority oil games played in America. The fif- 
teenth edition, now issued, newly arranged, in new type, contains all 
the Litest novelties, as well as the recent changes in games already in 
vogue, profusely illustrated. Among the new games introduced in this 
edition are Rubicon Piquet, Rubicon Bezique, Grabouche, Solo Whist, 
Cayenne Whist, Domiuo Whist, Cinch or High Five, Baccarat Banque and 
Baccarat Chemin de Fer, etc. In the game of Whist, the new features are 
"Cavendish's" rules for play, with best leads, and a critical examination 
of the system of "American Leads", elucidated by card illustrations; 
also, the mode of procedure in Duplicate Whist. The various games of 
Billiards and Pool, with the rules adopted in matches and tournaments, 
are inserted by permission of the Brunswick- Balke-Collender Company. 
The work also includes an exposition of the Doctrine of Chances. 

Library Edition, 514 pages, 12 mo., cloth SI. 50 

A cheaper edition, 16 mo., in paper covers 50 cts. 

Bound in boards 75 cts. 

Hoyle 's Games. By " Trumps ". A complete Manual of the 
games of skill and chance as played in America, and an acknowledged 
"arbiter on all disputed points"; thoroughly revised and corrected in 
accordance with the latest and best authorities. It contains the modern 
laws and complete instructions for the games of Chess, Draughts, Dom- 
inoes, Dice, Buckgammon, aud Billiards, as well as the games with cards 
at present in vogue, including Baccarat, Duplicate Whist, Cayenne Whist, 
Hearts, Grabouche, Newmarket, Solo Whist, Cinch or High Five, etc. 

Profusely illustrated. 16 mo, 5U pages, cloth $1 25 

Bound in boards 75 cts. 

Paper covers 50 cts. 

"Tmmps" New Card Games. Containing correct method 
and rules for playing the games of Hearts, Boodle, New Market, Five and 
Nine or Domino- Whist, Solo, and Cayenne Whist. Paper covers. ..25 cts. 

Dick's Games of Patience ; or Solitaire with Cards. New and 

Revised Edition. Containing Sixty -four Games. Illustrated with Fifty ex- 
planatory full-page Tableaux. This treatise on Solitaire embraces a 
number of new and original Games, and all the Games of Patience at 
present in favor with the most experienced players. Each game is care- 
fully and lucidly described, with the distinctive rules to be observed and 
hints as to the best means of success in play. The Tableaux furnish 
efficient aid in rendering the disposition of the cards necessary to each 
game plain and easily comprehensible. The difficulty usually attending 
descriptions of intricate games is reduced, as far as possible, by pre- 
cision in method and terseness of expression in the text, and the illus- 
trations serve to dispel any possible ambiguity that might be unavoidable 

without their aid. Quarto, 143 pages. Board, cover 75 cts. 

Cloth sgl.OO 

Parlor Tricks with Cards. Containing explanations of all the 
Tricks and Deceptions with playing Cards ever invented. The whole 
illustrated and made plain and easy with 70 engravings. Paper. .30 cts. 
Bound in boards, with cloth back 50 cts. 

Dick's Art of Bowling ; or, Bowler's Guide. Giving the 

correct method of playing, keeping the score, and the latest rules which 
govern the American and German Games, and their most popular varia- 
tions ; including the Regulations adopted in Matches and Tournaments. 
Fully illustrated 25 cts. 



ETIQUETTE AND PARLOR MAftIC, 

Frost's American Etiquette ; or, Laws of Good Society. 

A condensed but thorough treatise on Etiquette and its Usages in Amer- 
ica. Containing plain and reliable directions for correct deportment in 
every situation and under all circumstances in life, including special 
directions and instructions on the following subjects : — 

Weddings, Baptisms and Funerals; 

Church and Places of Amusement ; 

Introductions and Letters of Intro- 
duction ; 

Children, Hotel, and Card Table; 



Dinner Company and Invitations; 
Visiting, and Visiting Cards , 
Traveling, Riding and Driving ; 
Balls, Morning and Evening Parties ; 
Calls, Conversation and Street Eti- 
quette ; 
Salutes and Salutations ; 



Ladies' and Gentlemen's Toilet; 
Letter Writing and Servants. 



BESIDES ONE HUNDBED UNCLASSIFIED LAWS APPLICABLE TO ALL OCCASIONS. 

Paper covers 30 cts. 

Bound in boards, cloth back 50 cts. 

Martine's Hand-Book of Etiquette and Guide to True 

Politeness. Containing clear and comprehensive direction! for correct 
manners, conversation, dress, introductions, rules for good behavior at 
Dinner Parties and the Table, with the Etiquette of the Ball and Assembly 
Room, Evening Parties, and the usages to be observed when visiting or 
receiving calls ; Deportment in the street and when traveling. To which 
is added the Etiquette of Courtship, Marriage, and fifty-six rules to be 

observed in general society. Bound in boards 50 cts. 

Bound in cloth, gilt sides 75 cts.' 

How to Shine in Society ; or, The Science of Conversation. 

Containing the principles, laws and general usages of polite society, in- 
cluding easily applied hints and directions for commencing and sustaining 
an agreeable conversation, and for choosing topics appropriate to the 
time, place and company, thus affording immense assistance to the bash- 
ful and diffident. 16mo. Paper covers 25 cts. 

How to Behave ; or, The Spirit of Etiquette- A Guide to 

Polite Society, for Ladies and Gentlemen ; containing rules for good 
behavior at the dinner table, in the parlor, and in the street ; with im- 
portant hints on introduction, conversation, etc 12 cts. 

The Fireside Magician; or, The Art of Natural Magic 

Made Easy, Being a scientific explanation of Legerdemain, Becreative 
Chemistry, Diversion with Cards, and of all the mysteries of Mechanical 
Magic, comprising two hundred and fifty interesting mental and physical 

recreations, with explanatory engravings. Paper SO cts. 

Bound in boards, cloth back 50 cts. 

The Parlor Magician; or, One Hundred Tricks for the 

Drawing Room- Containing an extensive and miscellaneous collection 
of Conjuring, embracing : Tricks with Dice, Dominoes and Cards ; Tricks 
with Kibbons, Bin gs. and Fruit; Tricks with Coin, Handkerchiefs and 

Balls, etc. The whole illustrated with 121 engravings. Paper 30 cts. 

Bound in boards with cloth back '. 50 cts. 

Morgan's Freemasonry Exposed and Explained. Showing 

the Origin, History and Nature of Masonry, and containing a Key to all 
the Degrees of Freemasonry. Giving a clear and correct view of the man- 
ner of conferring the different degrees, as practiced in all Lodges.. 25 cts.. 



MINSTREL JOKES AND STUMP SPEECHES. 

Dick's Stump Speeches and Minstrel Jokes. Containing 

Short and side-splitting Negro Acts and Farces, Eccentric Sketches, Stump 
Speeches, Darkey Lectures, End-Men's Jokes and Gaga, Burlesque Ser- 
mons, Funny Dialogues, and everything necessary for a series of first-class 
Minstrel Entertainments ; including the latest excruciations of modern 
Negro-Minstrelsy, and a number of startling originalities, risible rib- 
ticklers and hysterical button-starters. Paper 30 cts. 

Bound in boards, cloth back 50 cts. 

Dick's Ethiopian Scenes, Variety Sketches and Stump 

Speeches- Containing an inexhaustible collection of End-Men's Jokes. 



Negro Interludes and Farces; 

Fresh Dialogues for Interlocutor and 

Banjo ; 
New Stump Speeches ; 
Humorous Lectures: 

Paper covers 



Dialect Sketches and Eccentricities; 
Dialogues and Repartee for Interlocutor 

and Bones; 
Quaint BurUsque Sermons ; 
Jokes, Quips and Gags. 
30 cts. 



Bound in boards, cloth back 50 cts. 

Tambo's End-Men's Minstrel Gags. Containing some of the 

best jokes and repartees of the most celebrated " burnt cork" performers 
of our day. Tambo and Bones in all sorts and manner of scrapes. Also 
containing a rich collection of Darkey Dialogues, Sketches, Plantation 
Scenes, Eccentric Doings, Humorous Lectures, Laughable Interludes, 
Burlesque Stump Speeches, Mirth-provoking Witticisms, Conundrums, 
Yarns, Plantation Songs and Dances, etc., etc. Everything new and rich. 

Paper covers 30 cts. 

Bound in boards, cloth back 50 cts. 

Brudder Bones' Book of Stump Speeches and Burlesque 

Orations- Also containing Humorous Lectures, Ethiopian Dialogues, Plan- 
tation Scenes, Negro Farces and Burlesques, Laughable Interludes and 
Comic Recitations, interspersed with Dutch, Irish, French and Yankee 
Stories. This book contains some of the best hits and mirth-provoking 
jokes and repartees of the most celebrated End Men of the day. 

Paper covers. Price 30 cts. 

Bound in boards, cloth back 50 cts. 

Howard's Book of Conundrums and Riddles. Containing 

over 1,200 of the best Conundrums, Riddles, Enigmas, Ingenious Catches 
and Amusing Sells ever invented. Thi3 splendid collection of curious 
paradoxes will afford the material for a never-ending feast of fun and 
amusement. Any person, with the assistance of this book, may take the 
lead in entertaining a company, and keep them in roars of laughter for 

hours together. Paper covers 30 cts. 

Bound in boards, cloth back 50 cts. 

Rowan's Riddles and Conundrums. A very choice gathering 

of Ancient, Modern, and quite recent Riddles and Conundrums, quaintly 
arranged, for amusement and merriment on opportune occasions. A 
first-rate pocket companion for Picnics and Winter Evenings 15 cts. 

Dick's Book of Alphabets. Containing a great variety of 
designs for plain and Fanciful Alphabets, Numerals and illuminated Initial 
letters in various colors, and elegant in style. It includes specimens of 
modern Ornamental designs, and of the "ancient grotesque, Arabesque, 
and other eccentric devices for decoration and illumination, mainly gath- 
ered from rare old vellums and scarce books of past centuries. This 
work will be appreciated by Architects, Decorators, Designers, Draughts- 
men, etc. Oblong quarto, fuU cloth $1.50 



GAMES AND AMUSEMENTS. 



Dick's Parlor Exhibitions, and How to Make them Suc- 
cessful- Containing complete and detailed directions for preparing and 
arranging Parlor Exhibitions and Amateur Performances. It includes : 



Tableaux Vivanls. 
Living Portraits. 
Living Statuary. 
Dame History's Peep Show. 
Shadow Pantomimes. 



Popular Ballads illustrated by appro- 
priate action. 
Charades of all kinds. 
Parlor Pantomimes. 
Punch and Judy. 

AND FIFTY OTHER DIVERTING PARLOR PASTIMES AND AMUSEMENTS. 

It contains also a full Catalogue of the Celebrated " Art Exhibition," and 
a practical treatise on the wonderful Science of Second- Sight. 

This work is thoroughly practical and gives the fullest instructions for pre- 
paring and lighting the stage, the construction of the Frambs for living 
Portraits, and shows how each performance can be presented with com- 
plete success. It is illustrated with numerous engravings explaining the 
text. 150 pages, paper 30 cts. 

Dick's One Hundred Amusements for Evening Parties, 

Picnics and Social Gatherings. This book is full of Original Novelties. 
It contains: New and Attractive Games, clearly illustrated by moans ot 
Witty Examples, showing how each may be most successfully played. 
Surpassing Tricks, easy of performance. Musical and other innocent 
sells. A variety of new and ingenious puzzles. Comical illusions, fully 
described. These surprising and grotesque illusions, are very startling 
in their effects, and present little or no difficulty in their preparation. 

ALSO A NEW VERSION OF THE CELEBRATED "MRS. JARLEV'S WAX WORKS '*. 

Illustrated by sixty fine wood engravings. Paper 30 ct». 

The Book of Fireside Games- Containing an explanation of a 
variety of Witty, Rollicking, Entertaining and Innocent Games and Amus- 
ing Forfeits, suited to the Family Circle as a Recreation. This book is just 
the thing for social gatherings, parties and picnics . Paper covers . 30 eta. 

The Book of 500 Curious Puzzles. A collection of Curious 

Puzzles and Paradoxes, Deceptions in Numbers, Amusing Trick* in 
Geometry ; illustrated with a great variety of engravings. Paper. .30 cts. 

How to Amuse an Evening Party. A Complete collection of 

Home Recreations. Profusely Illustrated with over Two Hundred fine 
wood-cuts, containing Round Games and Forfeit Games, Parlor Magic and 
Curioua Puzzles, Comic Diversions and Parlor Tricks, Scientific Recrea- , 
tions and Evening Amusements. Paper 30 cts. $ 

Book of Biddies and 500 Home Amusements- Containing i 

a curious collection of Riddles, Charades and Enigmas ; Rebuses, Ana- 
grams and Transpositions; Conundrums and Amusing Puzzles: Recrea- 
tions in Arithmetic, and Queer Sleights, and numerous other Entertaining 

Amusements. Illustrated with 60 engravings. Paper ..30 cts. 

„** Any of the above may be had bound in boards. Price 50 cts. 

The Secret Out; or 1,000 Tricks with Cards, and Other 

Recreations. Illustrated with over 300 engravings. A book which 
explains all the Tricks and Deceptions with Playing Cards ever known, 
and gives, besides, a great many new ones. The whole being described so 
carefully, with engravings to illustrate them, that anybody can easily learn 
how to perform them. This work also contains 240 of the best Tricks of 
Legerdemain, in addition to the Card Tricks. 400 pages, cloth. . . . $1.90 



DISTI LLING AND MANUFACTURE OP LIQUORS. 

Monzert's Practical Distiller. A complete Treatise on the 

Art of Distilling and Rectifying Alcohol, Liquors, Essences, Liqueurs, 
etc., by the latest and most improved methods. By Leonard Monzert. 

This work includes practical directions for Malting. Mashing, and Ferment- 
ing; Distilling, Rectifying and Purifying; it gives detailed instructions 
for constructing Stills, with all the connected appurtenances requisite 
for producing pure spirits, illustrated and explained by numerous dia- 
grams. Also, all the necessary appliances for distilling Essences, Per- 
fumes and Liqueurs, and for the best and most rapid method for the 
manufacture of Vinegar, including also the French Apparatus for con- 
tinuous Distillation and Rectification combined in one process. 

It explains the principles of Alcoholmetry, with all the matter required 
for the guidance of the practical distiller, and for testing the quality and 
strength of resulting distillates, with correct Tables of comparative Per- 
centages by weight and by volume, Degrees of Proof, and corresponding 
Specific Gravity. Bound in cloth, 12 mo §3.00 

The French. Wine and Liquor Manufacturer. A Practical 

Guide and Receipt Book for the Liquor Merchant. Being a clear Treatise 
on the manufacture and Imitation of Brandy, Rum, Gin and Whiskey, 
with Practical Rules for the Manufacture and Management of all kinds 
of Wine.by Mixing, Boiling and Fermentation, as practiced in Europe ; in- 
cluding instructions for Manufacturing Champagne Wine, and the most 
approved methods for making a variety of Cordials, Liquors, Punch 
Essences, Bitters and Syrups, together with a number of Recipes for Fin- 
ing, Flavoring, Filtering and Coloring Wines and Liquors, for Restoring 
and Keeping Ale and Cider. Also containing the latest improvements 
for Manufacturing Vinegar by the Quick Method. To which is added 
Descriptive Articles on Alcohol, Distillation, Maceration and the use of 
the Hydrometer; with Tables, Comparative Scale, and 14 important 
Rules for Purchasing, Reducing and Raising the Strength of Alcohol, 
Etc. Illustrated by diagrams and engravings. Adapted for the Use and 
Information of the trade in the United States and Canada. By John 
Rack, Practical Liquor Manufacturer. Cloth §3.00 

Fleischman's Art of Blending and Compounding Liquors 

and Wines- Showing how all the leading and favorite Brands of Whis- 
keys, Brandies and other Liquors and Wines are prepared for the trade 
by Rectifiers, etc., at the present time; with complete and correct re- 
ceipts for making all the ingredients, flavoring, &c, employed in their 
manufacture, and the actual cost of each product as offered for sale. By 
Joseph Fleischman. By the aid of this entirely new work, Liquor 
Dealers and Saloon keepers can easily prepare as good liquors as they 
can buy, or better, at a large saving in outlay, This thoroughly prac- 
tical workalso affords all the necessary information relating to Whiskeys 
in Bond ; it gives the distillery values when first bonded, the loss in bulk 
and increase in proof at the end of each six months, the method by which 
the duty is calculated, and the values when finally withdrawn from 
bond, duty paid. It also contains valuable aud recent receipts for pre- 
paring the finest qualities of Liquors, Cordials, Bitters, &c, and every- 
thing in it is new, reliable and thorough. 12mo, cloth §2.00 

Lacour on the Manufacture of Liquors, Wines and Cordials, 

Without the aid Of Distillation- Also, the Manufacture of Effervescing 
Beverages and Svrups, Vinegar and Bitters. Prepared and arranged ex- 
pressly for the Trade. By Pierre Lacour. By the use of this book every 
man can make all kinds of liquors, wines, cordials, vinegar and syrups 
at home, without the use of any apparatus of any kind. The work is by 
the French chemist, Lacour, of Bordeaux. Cloth 5*2.50 



BOOKS ON CARD 6AMES. 

Blackbridge's Complete Poker Player. A Practical Guide- 

Book to the American National Game ; containing mathematical and ex- 
perimental analyses of the probabilities of Draw Poker. By John 
Blaoxbkidge, Actuary. This, as its title implies, is an exhaustive treatise 
on Draw Poker, giving minute and detailed information on the various 
chances, expectations, possibilities and probabilities that can occur in all 
stages of the game, with directions and advice for successful play, de- 
duced from actual practice and experience, and founded on precise math- 
ematical data. Small quarto, 142 pages, paper 50 cts. 

Bound, cloth ®l.UO 

Proctor On Draw-Poker. By Prof. Richabd A. Proctor. An 

interesting Treatise on the Laws and Usages which govern the Game of 
Draw-Poker, with Practical Remarks upon the Chances and Probabilities 
of the Game, and a Critical Analysis of the Theories and Statistics ad- 
vanced by Blackbridge and other writers, and especially in regard to their 
doctrines relating to cumulative recurrences 15 cts. 

Talk of Uncle George to his Nephew About Draw Poker. 

Containing valuable suggestions in connection with this Great American 
Game ; also instructions and directions to Clubs and Social Card Parties. 
Hlustrated. Paper 35 cts. 

How Gamblers Wfh; or, The Secrets of Advantage Play- 
ing Exposed. Being a complete and scientific expose of the manner of 
playing all the numerous advantages in the various Card Games, as prac- 
tised by professional gamblers. This work is designed as a warning to 
Belf-confident card-players. Boards 50 cts. 

The Thompson Street Poker Club. A true and authentic 

record of the astonishing poker play perpetrated by this notorious 
"Culled" Club with their peculiar hands, and summarily simple mode 
of settlements, portraying the peculiar humor, oddities and extrava- 
gances of the Negro in his happiest vein. Profusely illustrated by E. W. 
Kemble, in his most mirth-provoking style 25 cts. 

The Mott Street Poker Club. Being the Secretary's Min- 
utes of each session of this celebrated Chinese Club from its founda- 
tion to its close; a full revelation of its proceedings, and the ludicrous 
incidents arising from the eccentric ways of playing adopted by the guile- 
less members of the club, and the astounding poker hands held by the 
tricky "Heathen Chinee." Profusely illustrated by Michal Woolf..25cts. 

Draw-Poker for Poker Players. A Condensed Treatise on the 
Game, explaining the Technical Terms used, the relative value of the 
Hands, and complete directions for successful play, including 8chenck's 
Kules. Vest pocket size, illustrated 15 cts. 

American Whist. Containing a full description of the Game, 
Technical Terms, Kules for successful Play, the Laws of the Game, and a 
specimen Game with the Hands played throughout. Vest pocket size, 
fully illustrated 15 cts. 

Day's Fortune-Telling Cards. We have just printed an 

original set of cards for telling fortunes, which are an improvement on 
any hitherto made. They are fo arranged that each answer will respond 
to every one of the questions which may be put. These cards will also 
afford a fund of amusement in a party of young people. Each pack is 
enclosed in a card case, on which are printed directions 30 cts. 



LOVE, COURTSHIP AND MATRIMONY. 

The Art and Etiquette of Making Love. A Manual of 

Love, Courtship and Matrimony. It tells 

How to break off an engagement, 



Wow to cure bashfulness, 

How to commence a courtship, 

How to please a sweetheart or lover, 

How to write a love-letter, 

How to "pop the question", 

How to act before and after a proposal, 

How to accept or reject aproposai. 



How to act after an engagement, 
How to act as bridesmaid or grooms- 
man. 
How the etiquette of a wedding and all 
the details of the after reception should 
be observed, 



And in fact, how to fulfill every duty and meet every contingency con- 
nected with courtship and matrimony. 176 pages. Paper covers.. 30 cts. 
Bound in boards, cloth back 50 cts. 

Howard's Book of Love Poetry. A curious and Beautiful 

Collection of Tenderly Delicate, Sweetly Pathetic and Amusingly Quizzi- 
cal Poetical Love-Addresses, containing a large number of the most ad- 
mired selections from tbe leading Poets suitable for quotations in Love 
Letters, and applicable to all phases and contingencies incident to the 
tender passion. 141 pages 25 cts. 

Courtship Made Easy ; or, The Art of Making Love Fully 

Explained- Containing full directions for Conducting a Courtship with 
Ladies of every age and Position in society, and valuable information for 
persons who desire to enter the marriage state. Also, forms of Love- 
letters to be used on certain occasions. 64 pages 15 cts. 

How to Win and How to Woo. Containing Rules for the 

Etiquette of Courtship, showing how to win the favor of the Ladies, how 
to begin and end a Courtship, and how to write Love-Letters 15 cts. 

The Language of Flowers. A complete dictionary of the 

Language of Flowers, and the sentiments which they express. Well ar- 
ranged and comprehensive in every detail. All unnecessary matter has 
been omitted. Tiiis little volume is destined to fill a want long felt for 
a reliable book at a price within the reach of all. Paper . .15 cts. 

Dictionary of Love. Containing a Definition of all the terms 
used in the History of the Tender Passion, together with specimens of 
curious model love letters, and many other interesting matters appertain- 
ing to Love. never before published ; the whole forming a remarkable Text- 
Book for all Lovers, as well as a Complete Guide to Matrimony, and a 
Companion of Married Life. Paper 50 cts. 

Anecdotes Of Love. Being a true account of the most re- 
markable events connected with the History of Love in all ages and among 
all Nations. By Lola Montez, Countess of Landsfeldt. Paper. .50 cts. 

Poet's Companion. A Dictionary of all Allowable Khymes 
in the English Language. This gives the Perfect, the imperfect and Allow- 
able Rhymes, and will enable you to ascertain to a certainty whether any 
word can be mated. It is invaluable to any one who desires to court the 
Muses, and is used by some of the best writers in the country. . . .25 cts. 

Green's 100 Tricks With Cards, By J. H. Gbeen, reformed 

(Jam bier. This is a book of 96 pages, and exposes and explains all the 
mysteries of the Gambling Table. It is interesting not only to those who 
play, but to those who do not. Old Players will get some new ideas 
from this curious book. Paper 30 cts. 

The Wizard of the North's Hand-Book of Natural Magic. 

Being a series of Tricks of Deception, arranged for Amateurs. ByPro- 
feesor J. H. Andebson. Paper $5 cts, 



FORTUNE TELLERS AND DREAM BOOKS. 
Madame Le Normand's Fortune Teller. A party of ladies 

and gentlemen may amuse themselves for hours with this curious book. 
It tells fortunes by " The Chart of Fate " (a large lithograpic chart), and 
gives 624 answers to questions on every imaginable subject that may hap- 
pen in the future. It explains a variety of ways for telling fortunes by 
Cards and Dice ; gives a list of 79 curious old superstitions and omens, 
and 187 weather omens, and winds up with the celebrated Oraculum of 
Napoleon. Boards 40 cts. 

Le KTormand's Fortune Telling" Cards. These cards are the 

Oracle of Destiny by which Mile. Le Normand of Paris, the most won- 
derful Fortune Teller that ever existed, was enabled to establish a reputa- 
tion for over one hundred years extending all over the world. By their 
aid the possibility is offered to all of reading their own destiny as well as 
that of others. They foreshadow good and bad fortunes, fidelity and 
falsehood, happiness and misery, safety and peril, peace and strife, mat- 
rimony, life and death. Thirty-six cards handsomely printed in colors 
with English and German explanations. All in a neat box 50 cts. 

Fontaine's Golden Wheel Dream-Book and Fortune Teller, 

containing an alphabetical list of Dreams, with their .interpretation and 
the lucky numbers they signify. It explains how to tell Fortunes with 
Cards, Dice, Dominoes, Coffee Grounds, etc., and the Golden Wheel, of 
which a large Colored Lithographic Engraving is folded and bound in 
with the book. It shows how to foretell future events by the Lines on 
the hand, by Moles on the body, by the Face, Finger-nails, Hair and Shape 
of the Head, and gives lucky and unlucky days. Boards 40 cts. 

Pettengili's Perfect Fortune Teller and Dream -Bo ok- it is 

compiled with great care from authorities on Astrology, Geology, Chiro- 
mancy, Necromancy, Spiritual Philosophy, etc., etc. Among the subjects 
treated of, are: Casting Nativities by the Stars, Telling Fortunes by Lines 
on the Hand, by Moles on the Body, by Turning Cards, by Questions of 
Destiny, by Physical Appearances, by the Day of Birth, etc. A book of 
144 pages. Boards 40 cts. 

Le Marchand's Fortune Teller and Dreamer's Dictionary, 

Containing a complete Dictionary of Dreams, with a clear interpretation 
of each Dream. Also showing how to tell fortunes by the Lady's Love 
Oracle. How to foretell the Sex of Children. How to tell any Person's 
Age. To know who your future Husband will be, and how soon you wiU 
be Married. How to teU Future events with Cards, Dice, Tea and Coffee 
Grounds, Eggs, Apple Parings and the Lines of the Hand. 
144 pages. Boards 40 cts. 

The Egyptian Dream-Book and Fortune Teller. Contain- 
ing an Alphabetical list of dreams, with their signification and their lucky 
numbers. Illustrated with explanatory diagrams. Boards 40 cts. 

The Independent Liquorist ; or, The Art of Manufacturing 
all kinds of Syrups, Bitters, Cordials, Champagnes, Wines, Lager 
Beer, Ale, Porter, Beer, Punches, Tinctures, Extracts, Brandy, Gin, 
Essences, Flavorings, Colorings, Sauces, Catsups, Pickles, Preserves, 
etc. ByL. Monzert, Practical Liquorist and Chemist. Every Druggist, 
Grocer, Restaurant, Hotel-keeper, Farmer, Fruit Dealer, Wine Merchant, 
should have a copy of this work. 12mo, cloth $3.00 

The Bordeaux Wine and Liquor Dealer's Guide- A Treatise 

on the Manufacture of French Wines and Liquors, with full directions to 
the Liquor Dealer how to manage his Liquors, Wines, etc., etc. A book of 
great value to every person who deals in Foreign and American Spirit- 
uous Liquors, or Foreign Wines, Cordials, etc. J2mo, cloth. . ,,, . .$2.50/ 



FORTUNE TELLERS AND DREAM BOOKS. 

The Gipsy Witches Dream Book and Fortune Teller. Con- 

tainiug a complete list of Dreams with their significations ; the art of 
foretelling future events by Cards, Dice, Dominoes, Tea and Coffee 
grounds, etc. This comprehensive book also gives complete directions 
for reading individual character by the form, hair and features ; also a 
full explanation of signs and auguries, the signification of moles as they 
occur on various parts of the body, and a full list of lucky days, weeks, 
months, etc 25 cts. 

Mother Shipton's Fortune-Teller ; or Future Fate Fore- 
told by the Planets- Being the 900 Answers of Pythagoras to the 
Questions of Life's Destiny. Derived from the Mystic Numbers and 
Letters of the Planets. Containing the Emblematical and Mystical 
Wheel of Fortune and Fate, colored. 115 pages, paper 30 cts. 

Mother Shipton's Oriental Dream Book. Being a reliable 

interpretation of Dreams, Visions, Apparitions, etc. Together with a 
History of Kemarkable Dreams, proven true as interpreted. Collected 
and arranged from the most celebrated masters. Paper 30 cts. 

The Everlasting Fortune-Teller and Magnetic Dream- 
Book. Containing theScieDceof Foretelling Events by the Signs of the 
Zodiac ; Lists of Lucky and Unlucky Days ; List of Fortunate Hours ; 
the Science of Foretelling Events by Cards, Dice, Dominoes, etc ; the 
Science of Foretelling anything in the Future by Dreams ; and also con- 
taining Napoleon's Okactjlum ; or, The Book of Fate 30 cts. 

Mother Carey's Dream-Book and Fortune-Teller. Contain- 
ing the method of Fortune-Telling with Cards ; a complete Dreamer's 
Dictionary; the Science of Palmistry, or telling Fortunes by the Lines of 
the Hand; how to teU a Person's Character by a list of Lucky and Un- 
lucky days and hours; how to tell with Cards which of Three Ladies 
has "the best Husband. Mathematical Tables for telling any Person's 
Age 15 cts. 

Aristotle's Book of Fate and Dictionary of Dreams: Con- 
taining Dreams and their Interpretations ; the Signification of Moles on 
Men and Women ; one hundred and eighty-seven Weather Omens ; Hy- 
men's Lottery and Aristotle's Oraculum or Book of Fate 15 cts. 

The Hindoo Fortune-Teller and Oracle of Destiny. Con- 
taining Ten Methods of Telling Fortunes with Cards, a complete system 
of Fortune Telling with Dice, together with Sixty-seven Good and Bad 
Omens, with their interpretation 15 cts. 

The Combination Fortune-Teller and Dictionary of 

Dreams. A comprehensive Encyclopedia explaining all the different 
methods extant by which good and evil events are foretold, containing 
430 pages and illustrated with numerous engravings and two large 
colored lithographs. 1 6mo, cloth SI .25 

The Ladies' Love Oracle ; or. Counselor to the Fair Sex. A 

Cemplete Fortune-Teller and Interpreter of all questions upon Love, 
Courtship and Marriage 30 cts. 

Napoleon's Oraculum and Book of Fate. Containing tbe 

famous Papers found in the Cabinet of Napoleon Bonaparte, and a 
full exposition of Chiromancy or Palmistry 10 cts. 

CJrl+on'e One Thousand Secrets and Wrinkles. Containing 

1.000 useful hints and receipts. No family should be without this little 
storehouse of valuable information. Paper r , .30 £(§, 



BOXIN& AND WRESTLING. 



How to Join a Circus. This contains all the information 
necessary for those who desire to qualify themselves for the Circus or 
Gymnasium ; with hints to Amateurs and advice to Professional per- 
formers; affording thorough instruction in all branches of the business. 
Illustrated. By the celebrated Tony Denier. By carefully following the 
advice and instruction contained in this book, any persou with a moder- 
ate degree of perseverance can become proficient in all the startling acts 
on the horizontal bar, flying trapeze, and other evolutions that challenge 
the admiration of all who behold them. 104 pages 25 cts. 

Jerry Thomas' Bar Tender's Guide ; or How to Mix all 

kinds of Fancy Drinks. An entirely new edition; new plates; new drinks. 
Containing clear and reliable directions for mixing all the beverages u>ed 
in the United States. Embracing Punches, Juleps, Cobblers, Cocktails, 
etc., etc., in endless variety. By Jerry Thomas . This work also contains 
the best receipts for preparing bottled Punch, bottled Cocktails, Punch 
Essences, etc., after the most approved methods; also, all the newest 
Egg Noggs, Fizzes, Slings, Sours, and other Fancy Drinks in endless 

variety. 16mo, illuminated paper cover 50 cts. 

16mo, cloth * 75 ct9, 

Dick's Art Of Wrestling. A New Hand-Book of thorough in- 
struction in Wrestling, with the accepted Rules to be observed in the 
different methods of wrestling generally adopted at the present time. 
Fully illustrated by well-designed engravings, exhibiting all the aggres- 
sive and defensive positions necessary for success 25 cts. 

Price's Science of Self- Defense, illustrated with Engravings. 

This book was written by Ned Price, the celebrated boxer, and is the best 
work that was ever written upon the subject of Sparring and Wrestling. 
It contains all the tricks and stratagems resorted to by professional box- 
ers, and the descriptions of the pisses, blows and parries are all clearly 
explained by the aid of numerous diagrams and engravings. That por- 
tion of the work which treats on wrestling is particularly thorough, and ia 
well illustrated with engravings. Boards 75 cts. 

Ned Donnelly's Art of Boxing. A thorough Manual of Spar- 
ring and Self-Defence, illustrated with Forty Engravings, showing the 
various Blows, Stops and Guards ; by Ned Donnelly, Professor of Boxing 
to the London Athletic Club, etc., etc. This work explains in detail 
every movement of attack and defence in the clearest language, and in 
accordance with the most approved and modern methods; the engrav- 
ings are very distinctly drawn, and show each position and motion as 
plainly as the personal instruction of a professor could convey it. It 
teaches all the feints and dodges practised by experienced boxers, and 
gives advice to those who desire to perfect themselves in the Manly Art. 
Including the London Prize Ring Rules, and revised Marquis of Queens- 
bury's Rules. 127 pages 25 cts. 

The Art of Attack and Defence. A Manual of Fencing, Sword 
Exercise, Bayonet Practice and Boxing, affording instructions in the 
modern method of Fencing, the mode of attack with sword against sword 
or bayonet, and with bayonet against sword or bayonet. By Major W. J. 
Elliott. Profusely illustrated 25 cts. 

Boxing Made Easy; or, The Complete Manual of Self-De- 
fense. Clearly explained and Illustrated in a Series of Easy Lessons, with 
gome important Hints to Wrestlers. .,.,..,. ...... 1 5 cts, 



COOK BOOKS. 



Dinner Napkins, and How to Fold Them. Containing 

plain and systematic directions for arranging and folding Napkins or 
Serviettes for the Dinner Table, from the simplest forms to the most 
elaborate and artistic designs. By Georgiana C. Clark. This little work 
embraces all the favorite designs in general use for transforming a plain 
Napkin into one of the most attractive and ornamental appendages to an 
elegantly arranged Dinner-Table. Some of the patterns being expressly 
intended for combining artistic display with floral decoration, appropri- 
ately sy nibolic of Bridal and other special occasions. 
Profusely illustrated 25 cts. 

Mrs. Crowen's American Lady's Cookery Book. Giving 

every variety of information for ordinary and holiday occasions, and con- 
taining over 1,200 Original Receipts for Preparing and Cooking Soups and 
Broths, Fish and Oysters, Clams, Mussels, Crabs and Terrapins, Meats 
of all kinds, Poultry and Game, Eggs and Cheese, Vegetables and Salads, 
Sauces of all kinds, fancy Desserts, Puddings and Custards, Pies and 
Tarts, Bread and Biscuit, Rolls and Cakes, Preserves and Jellies, Pickles 
and Catsups, Potted Meats, etc., etc. The whole being a complete system 
of American Cookery. By Mrs. T. J. Crowen. 
480 pages, 12 mo., cloth $1 .50 

HOW to Cook and How to Carve. Giving plain and easily 
understood directions for preparing and cooking, with the greatest econ- 
omy, every kind of dish, with complete instructions for serving the 
same. This Book is just the thing for a young Housekeeper. It is worth 

a dozen of expensive French books. Paper covers 30 cts. 

Bound in boards with cloth back 50 cts. 

The American Home Cook Book. Containing several hun- 
dred excellent recipes. The whole based on many years' experience of 
an American Housewife. Hlustrated with engravings. All the recipes in 
this book are written from actual experience in Cooking. Paper.. .30 cts. 
Boards 50 cts. 

The Yankee Cook Book. A new system of Cookery. Con- 
taining hundreds of excellent recipes from actual experience in Cooking; 
also, full explanation in the art of Carving. 126 pages, paper covers.30 cts. 
Boards SO cts. 

Soyer's Standard Cookery for the People- Embracing an 

entirely new System of Plain Cookery and Domestic Economy. By Alexis 
Soyer. The plain and familiar style adopted in describing the details of 
the various culinary operations, commends itself to the notice of all 
economical housekeepers, as it affords the best results with the least ex- 
penditure. 2U pages, paper 30 cts. 

Boards „ 50 cts. 

The American Honsewife and Kitchen Directory. This val- 
uable book embraces three hundred and seventy -eight recipes for cooking 
all sorts of American dishes in the most economical manner. 

Paper 30 cts. 

Boards 50 cts. 

Souillard's Book of Practical Receipts. For the use of 

Families, Druggists, Perfumers. Confectioners and Dealers in Soaps and 
Fancy Articles for the Toilet. By F. A. Souillard. Paper 25 cts. 

Book of Wonders, Mysteries and Disclosures. A complete 

hand-book of useful information. Giving a large number of Recipes for 
the manufacture of valuable articles of every-dav use, and of great value 
to manufacturers, storekeepers, druggists, peddlers and families. To 
which is added Taxidermy and Traps and Trapping. Paper 25 cts. 



MISCELLANEOUS. 



The Perfect Gentleman. A book of Etiquette and Eloquence. 

•Containing information and instruction for those who desire to become 
brilliant or conspicuous in General Society, oratParties, Dinners or Pop- 
ular Gatherings, etc. It gives directions how to use wine at table, with 
Rules for judging the quality thereof, Rules for Carving, and a complete 
Etiquette of the Dinner Table, including Dinner Speeches, Toasts and 
Sentiments, Wit and Conversation at Table, etc. It has also an American 
Code of Etiquette and Politeness fo r all occasions. It also contains all the 
necessary information relating to the rules of Etiquette to be observed 
in fashionable and official society at Washington, and this alone makes it 
valuable to any one who visits that city, either for pleasure or business. 
It also contains, Model Speeches, with directions how to deliver them, 
Duties of the Chairman at Public Meetings, Forms of Preambles and 
Resolutions, etc. It is a handsomely bound volume of 335 pages. $1.50 

The American Boy's Own Book of Sports and Games- A 

work expressly designed to amuse and instruct American Boys at all times 
and seasons, both in and out doors. This work contains 600 pages, and 
is illustrated with over 600 engravings and diagrams, drawn by White and 
other American and English artists, and engraved by N. Orr. in his best 
style. It is also embellished with eight full-page ornamental titles, exe- 
cuted in the highest style of art, on tinted paper, illustrating the different 
departments of the work. An elegant gift for a boy, affording endless 
amusement, instruction and recreation. 
12 mo., extra fine cloth, gilt side and back stamp $2.0© 

The Twelve Decisive Battles of the War. A History of Eas- 
tern and Western Campaigns in relation to the Battles which decided 
their issue, and their important bearings on the result of the Struggle 
for the Union. By William Swinton. Illustrated by seven steel por- 
traits of the leading Generals and nine maps of battle-fields. This work 
is the result of the author's personal experiences, and based on the 
recordsof ttie Generals commanding on both sides ; it is, therefore, thor- 
ough, impartialand reliable. 520 pages. 8vo. Extra cloth, beveled, $3.50 

Day's Cards Of Courtship. Arranged with such, apt conversa- 
tions, that you will be enabled to ask the momentous question categor- 
ically, in such a delicate manner that the young lady will not suspect what 
you are at. These cards may be used either by two persons, or they will 
make lots of fun for an evening party of young people. When used in a 
party, the question is read aloud by the lady receiving it — she shuffles and 
hands out an answer— and that also must be read aloud by the gentleman 
receiving it. The fun thus caused is intense. Put up in handsome cases, 
on which are printed directions 30 cts. 

Day's Love-Letter Cards • or, Love-Making Made Easy. 

We have just printed a novel set of Cards which will delight the hearts 
of young people susceptible of the tender passion. Both letters and 
answers are either humorous or humorously sentimental — thus creating 
lots of fun when used at a party of young people— and special pains 
has been taken with them to avoid that silly, sentimental formality so 
common in printed letters of this kind. Put up in handsome cases, on 
which are printed directions 30 cts. 

Day's Conversation Cards. A New and Original Set, com- 
prising Eighteen Questions and Twenty-f our Answers, so arranged that 
the whole of the answers are apt replies to each one of the eighteen ques- 
tions. The plan of these cards is very simple, and easily understood. 
Used by a party of young people, they will make a good deal of fun. The 
set comprises forty-two Cards in the aggregate, which are put up in a hand- 
some case, with printed directions for use 30 cts. 



GOOD BOOKS. 



Sent Postage-Paid at the Pri« 



Marked. 



Dick's Encyclopedia of Receipts and Processes $5.00 

Dick's Art of Gymnastics 1.00 

Spayth's American Draught Player- 3.00 

American Hoyle; the Standard Book of Games 2.00 

Dick's Games of Patience; or Solitaire with Cards 1.00 

Marache's Manual of Chess.. 50 

Dick's Hand-Book of Cribbage 50 

Dick's Hand-Book of Whist 50 

The Modern Pocket Hoyle 50 

Dick's Original Album Verses and Acrostics 50 

Dick's Book of Toasts, Speeches and Responses 50 

Barber's American Book of Ready-Made Speeches. 50 

How to Conduct a Debate 50 

The Debater, Chairman' s Assistant, and Rules of Order .50 

North's Book of Love-Letters 50 

Dick's Commercial Letter-Writer .50 

Martine's Sensible Letter-Writer 50 

Frost's American Etiquette 50 

Dicks Recitations and Readings— Series— each Vol 30 

Beecher's Recitations ; Humorous, Serious and Dramatic 30 

Dick's Dutch, French and Yankee Dialect Recitations 30 

Kavanaugh's Juvenile Speaker, for little children 30 

Dick's Irish Dialect Recitations 30 

Kavanaugh's New Speeches for little children 30 

Brudder Bones' Stump-Speeches and Burlesque Orations 30 

Dick's Comic Dialogues . 30 

Holmes' Very Little Dialogues 30 

McBride's Comic Dialogues 30 

Burton's Amateur Actor 30 

Hudson's Private Theatricals 30 

Frost's Dramatic Proverbs and Charades 30 

Frost's Tableaux and Shadow Pantomimes • 30 

Dick's Parlor Exhibitions 30 

The Parlor Magician 30 

Dick's Palmistry Made Easy 50 

Day's American Ready-Reckoner pO 

The American Housewife, and Kitchen Directory 50 

The Amateur Trapper and Trap-Maker's Guide 50 

Dick's Quadrille Call-Book and Bali-Room Prompter 60 

The Banjo and How to Play It JO 

The Art and Etiquette of Making Love 30 

The Young Reporter ; How to Write Short-Hand 50 

Thimm's French Self-Taught • 25 

Thimm's German Self-Taught • 25 

Thimm's Spanish Self-Taught 25 

The Mishaps and Adventures of Obadiah Oldbuck 30 

COMPLETE DESCRIPTIVE CATALOGUE MAILED FREE. 



DICK & FITZGERALD, Publishers, 

O. Box 3975. New York. 



Cyd<L<C. 

c ^r cc 
c <lpr^ <c 
cc«Tc oc 



c <: • 

C C C 



<<^C 

:c 



cc 



«r 


< c< c 


c <: 


< « c 


■ *:- 


<r C<& ^ 


c «r 




C 


C «3LC 


c 


c C«L< 



< 

' C< 



CC( c 

r < C - 



< 

a c 



(;'; < 




< 




c c 


c 

- c 

< 

cC<X 




*'.4L«£ 


C C< 


tx 

; 

•. c 


cc 



CO € 

CC C 



<^ 

CC 
CC 



<r <r 
CC <L« 

CC o 

c c < 

d c « 



cc<*cc 

cc ex 
X C C 

fC C C 






c t^_ 


«~ 


cc 


c 


c<r 


c 


CC 


C 


CC 


< 


cc: 


c 



c o <■ 

r c< ^ 

" Cc < 

c< ' 



LIBRARY OF CONGRESS 



021 094 306 7 



